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Strider

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  1. "OH. Uhm. . . Sorry." It was a terribly embarrassing moment to bring out a soldering iron, pliers, and numerous other mechanical tools, only too look down and realize that the person he was treating was in fact made of flesh. Well then. It seemed that those whom Edmond could assist were in no need of it, so he focused his attention on the ongoing territorial dispute.

     

    Edmond uses Individual Air Support on the Bazelgeuse, launching a burst of suppressive fire at the next thing to attack it, dealing  2d8+12 damage and stunning. 5 turn cooldown. Edmond autoheals for 10% MHP (7). 4 physical damage reduction, 8 against bullets.

     

    Spoiler

    Level: 6

    HP: 78

    Init: Equal to your DEX(2) score

    Constitution: --8
    Dexterity:--3
    Intelligence:
    .--12
    Strength:
    --6
    Synergy:
    --5

    Perks:

     

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

     

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

     

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

     

    Slots (7/7):

     

    Name: The Iron Will

    A made-in-America modern miracle. This weapon of destruction flies over enemies, laying down suppressive firepower when combined with "The Long Arm of the Law". Basically a set of highly patriotic power armor.

    Weight: 5

    Base (Loot): Grants physical damage reduction of 3 points, modular system: Provides +1 to rolls attempting to modify this system or integrate it with other electronic systems.

    Level 2 (Loot): Physical damage Reduction increased by 1

    Level 3 (Loot): Flight Systems Online: Grants fluff flight

    Level 4 (Loot): Bulletproof: Damage reduction against bullets: 2*Physical Damage reduct

    Level 5 (Loot): Acrobatics: The user gets +INT/2 at attempts to perform aerial tricks.

    Level 6 (Craft): The suit can now record up to three enemies or six objects in high detail, allowing them to be studied remotely, granting items of "Combat Data"

     

    The Long Arm of the Law: A weapon meant to be used by someone wielding the Iron will's frame, it looks like an unholy combination of a high caliber sniper rifle and a belt fed machinegun.

    Weight: 5
    Base (Loot): Deals 2d6+INT damage, and when used by someone not utilizing the Iron Will armor system, the weight is treated as 7.
    Level 2: APDS Rounds: This weapon can be used with your choice of INT or DEX as its base stats.
    Level 3: Familiarity : Bumps the dice formula up to 2d8+Stat
    Level 4: Dead Aim: If the Iron Will suit is equipped, consider enemies dodge to be reduced by 10% when utilizing this weapon.

     

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

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

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

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

     

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

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

    Level 2: 1 turn cooldown.

    Level 3: No cooldown

     

    Perfect Tackle:  Perform a SYN+STR check to banish an enemy for 1 turn, 4 turn cooldown.

    Base Level: Using the experience from the Afterburners passive, Edmond tackles an enemy or ally with thrusters at maximum power to send a target far from the action zone. Allies may choose to remain out of combat. Perform a 0.5SYN+0.5STR check to banish an enemy for 1 turn, 5 turn cooldown.

    Level 2: 0.75SYN+0.75STR for the check

    Level 3: 4 turn cooldown.

    Level 3: SYN+STR for the check.

     

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

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

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

     

    Stress testing: Edmond uses his engineering knowledge to strike stress points in enemy armor or bodies, causing damage that allies can capitalize on. Probably won't grant extra damage on stuff like blobs. Deal weapon damage and increase the damage of the next hit on the same enemy by 25%. 2 turn cooldown.

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

    Level 2: Decrease cooldown to 2 turns

    Level 3: Damage increase is now 15%.

    Level 4: Damage increase is now 20%

    Level 5: Damage increase is now 25%

     

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

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

    Level 2: 1 turn cooldown.

    Level 3: Decrease incoming damage on two grounded allies by 30%

     

  2. Ena peered down at the mouse, a cartoonish frown displayed across her visor. "I am all for robot employment opportunities, but the benefits and pay seems rather insufficient. But I won't advise it to seek out a union, it'll have to figure that out on it's own, right?"

     

    Really though, the speed of assembly was exceptionally rapid given the lack of a production line. Programming, easy, that could be spliced together from templates.

     

    "Leo, I must ask though, how is it that we can expect robot, assembled from, I don't wish to offend, street trash, to last long? It does seem rather more durable than that which went into it. I suppose what I am asking, is not so much in regards to your creation, but how you are so comfortably able to make viable assembly and repair materials out of junk?"

  3. Well, things seemed to be going quite well. No time to get overconfident though!

     

    Use Quick Tune Up (2d6+12) to heal Tsubasa, activate Gambit (-13 HP (Preemptory bracing decreased)), and use Stress Testing (2d8+12 and increase damage of next hit on same enemy by 25%) on Rahi Nui. Edmond autoheals for 10% MHP (7). 4 physical damage reduction, 8 against bullets.

    Spoiler

    Level: 6

    HP: 78

    Init: Equal to your DEX(2) score

    Constitution: --8
    Dexterity:--3
    Intelligence:
    .--12
    Strength:
    --6
    Synergy:
    --5

    Perks:

     

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

     

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

     

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

     

    Slots (7/7):

     

    Name: The Iron Will

    A made-in-America modern miracle. This weapon of destruction flies over enemies, laying down suppressive firepower when combined with "The Long Arm of the Law". Basically a set of highly patriotic power armor.

    Weight: 5

    Base (Loot): Grants physical damage reduction of 3 points, modular system: Provides +1 to rolls attempting to modify this system or integrate it with other electronic systems.

    Level 2 (Loot): Physical damage Reduction increased by 1

    Level 3 (Loot): Flight Systems Online: Grants fluff flight

    Level 4 (Loot): Bulletproof: Damage reduction against bullets: 2*Physical Damage reduct

    Level 5 (Loot): Acrobatics: The user gets +INT/2 at attempts to perform aerial tricks.

    Level 6 (Craft): The suit can now record up to three enemies or six objects in high detail, allowing them to be studied remotely, granting items of "Combat Data"

     

    The Long Arm of the Law: A weapon meant to be used by someone wielding the Iron will's frame, it looks like an unholy combination of a high caliber sniper rifle and a belt fed machinegun.

    Weight: 5
    Base (Loot): Deals 2d6+INT damage, and when used by someone not utilizing the Iron Will armor system, the weight is treated as 7.
    Level 2: APDS Rounds: This weapon can be used with your choice of INT or DEX as its base stats.
    Level 3: Familiarity : Bumps the dice formula up to 2d8+Stat
    Level 4: Dead Aim: If the Iron Will suit is equipped, consider enemies dodge to be reduced by 10% when utilizing this weapon.

     

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

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

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

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

     

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

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

    Level 2: 1 turn cooldown.

    Level 3: No cooldown

     

    Perfect Tackle:  Perform a SYN+STR check to banish an enemy for 1 turn, 4 turn cooldown.

    Base Level: Using the experience from the Afterburners passive, Edmond tackles an enemy or ally with thrusters at maximum power to send a target far from the action zone. Allies may choose to remain out of combat. Perform a 0.5SYN+0.5STR check to banish an enemy for 1 turn, 5 turn cooldown.

    Level 2: 0.75SYN+0.75STR for the check

    Level 3: 4 turn cooldown.

    Level 3: SYN+STR for the check.

     

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

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

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

     

    Stress testing: Edmond uses his engineering knowledge to strike stress points in enemy armor or bodies, causing damage that allies can capitalize on. Probably won't grant extra damage on stuff like blobs. Deal weapon damage and increase the damage of the next hit on the same enemy by 25%. 2 turn cooldown.

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

    Level 2: Decrease cooldown to 2 turns

    Level 3: Damage increase is now 15%.

    Level 4: Damage increase is now 20%

    Level 5: Damage increase is now 25%

     

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

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

    Level 2: 1 turn cooldown.

    Level 3: Decrease incoming damage on two grounded allies by 30%

     

  4. Oh, come on. Now even if the Makuta had been willing to answer, it'd be pointless. He hated to attack this specimen of an extinct species, but what more was there to do?

     

    Use Stress Testing (2d8+12 and increase damage of next hit on same enemy by 25%) on the dinosaur, activate Gambit (-13 HP), and use Stress Testing (2d8+12 and increase damage of next hit on same enemy by 25%) on Rahi Nui. Edmond autoheals for 10% MHP (7). 4 physical damage reduction, 8 against bullets.

    Spoiler

    Level: 6

    HP: 78

    Init: Equal to your DEX(2) score

    Constitution: --8
    Dexterity:--3
    Intelligence:
    .--12
    Strength:
    --6
    Synergy:
    --5

    Perks:

     

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

     

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

     

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

     

    Slots (7/7):

     

    Name: The Iron Will

    A made-in-America modern miracle. This weapon of destruction flies over enemies, laying down suppressive firepower when combined with "The Long Arm of the Law". Basically a set of highly patriotic power armor.

    Weight: 5

    Base (Loot): Grants physical damage reduction of 3 points, modular system: Provides +1 to rolls attempting to modify this system or integrate it with other electronic systems.

    Level 2 (Loot): Physical damage Reduction increased by 1

    Level 3 (Loot): Flight Systems Online: Grants fluff flight

    Level 4 (Loot): Bulletproof: Damage reduction against bullets: 2*Physical Damage reduct

    Level 5 (Loot): Acrobatics: The user gets +INT/2 at attempts to perform aerial tricks.

    Level 6 (Craft): The suit can now record up to three enemies or six objects in high detail, allowing them to be studied remotely, granting items of "Combat Data"

     

    The Long Arm of the Law: A weapon meant to be used by someone wielding the Iron will's frame, it looks like an unholy combination of a high caliber sniper rifle and a belt fed machinegun.

    Weight: 5
    Base (Loot): Deals 2d6+INT damage, and when used by someone not utilizing the Iron Will armor system, the weight is treated as 7.
    Level 2: APDS Rounds: This weapon can be used with your choice of INT or DEX as its base stats.
    Level 3: Familiarity : Bumps the dice formula up to 2d8+Stat
    Level 4: Dead Aim: If the Iron Will suit is equipped, consider enemies dodge to be reduced by 10% when utilizing this weapon.

     

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

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

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

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

     

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

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

    Level 2: 1 turn cooldown.

    Level 3: No cooldown

     

    Perfect Tackle:  Perform a SYN+STR check to banish an enemy for 1 turn, 4 turn cooldown.

    Base Level: Using the experience from the Afterburners passive, Edmond tackles an enemy or ally with thrusters at maximum power to send a target far from the action zone. Allies may choose to remain out of combat. Perform a 0.5SYN+0.5STR check to banish an enemy for 1 turn, 5 turn cooldown.

    Level 2: 0.75SYN+0.75STR for the check

    Level 3: 4 turn cooldown.

    Level 3: SYN+STR for the check.

     

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

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

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

     

    Stress testing: Edmond uses his engineering knowledge to strike stress points in enemy armor or bodies, causing damage that allies can capitalize on. Probably won't grant extra damage on stuff like blobs. Deal weapon damage and increase the damage of the next hit on the same enemy by 25%. 2 turn cooldown.

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

    Level 2: Decrease cooldown to 2 turns

    Level 3: Damage increase is now 15%.

    Level 4: Damage increase is now 20%

    Level 5: Damage increase is now 25%

     

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

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

    Level 2: 1 turn cooldown.

    Level 3: Decrease incoming damage on two grounded allies by 30%

     

  5. "Teridax? Is that your name?" Well, it was pretty clear what needed to be done here. Whether the Makuta was scheming or not regarding this Icarax person, there was a trespasser in desperate need of defeating. Of course, Edmond knew that the amount of hurt he could put out was rather low, so for now he'd want to prevent their enemy from getting off a devastating first strike.

     

     

    Utilize Birds Eye View on Hikari, and Dackly, Gozer, and Cap. (If they count as more than one person for action targetting, just pick Dackly and Gozer). Decrease incoming damage by 30%, 1 turn cooldown. Edmond autoheals for 10% MHP (7). 4 physical damage reduction, 8 against bullets.

    Spoiler

    Level: 6

    HP: 78

    Init: Equal to your DEX(2) score

    Constitution: --8
    Dexterity:--3
    Intelligence:
    .--12
    Strength:
    --6
    Synergy:
    --5

    Perks:

     

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

     

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

     

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

     

    Slots (7/7):

     

    Name: The Iron Will

    A made-in-America modern miracle. This weapon of destruction flies over enemies, laying down suppressive firepower when combined with "The Long Arm of the Law". Basically a set of highly patriotic power armor.

    Weight: 5

    Base (Loot): Grants physical damage reduction of 3 points, modular system: Provides +1 to rolls attempting to modify this system or integrate it with other electronic systems.

    Level 2 (Loot): Physical damage Reduction increased by 1

    Level 3 (Loot): Flight Systems Online: Grants fluff flight

    Level 4 (Loot): Bulletproof: Damage reduction against bullets: 2*Physical Damage reduct

    Level 5 (Loot): Acrobatics: The user gets +INT/2 at attempts to perform aerial tricks.

    Level 6 (Craft): The suit can now record up to three enemies or six objects in high detail, allowing them to be studied remotely, granting items of "Combat Data"

     

    The Long Arm of the Law: A weapon meant to be used by someone wielding the Iron will's frame, it looks like an unholy combination of a high caliber sniper rifle and a belt fed machinegun.

    Weight: 5
    Base (Loot): Deals 2d6+INT damage, and when used by someone not utilizing the Iron Will armor system, the weight is treated as 7.
    Level 2: APDS Rounds: This weapon can be used with your choice of INT or DEX as its base stats.
    Level 3: Familiarity : Bumps the dice formula up to 2d8+Stat
    Level 4: Dead Aim: If the Iron Will suit is equipped, consider enemies dodge to be reduced by 10% when utilizing this weapon.

     

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

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

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

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

     

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

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

    Level 2: 1 turn cooldown.

    Level 3: No cooldown

     

    Perfect Tackle:  Perform a SYN+STR check to banish an enemy for 1 turn, 4 turn cooldown.

    Base Level: Using the experience from the Afterburners passive, Edmond tackles an enemy or ally with thrusters at maximum power to send a target far from the action zone. Allies may choose to remain out of combat. Perform a 0.5SYN+0.5STR check to banish an enemy for 1 turn, 5 turn cooldown.

    Level 2: 0.75SYN+0.75STR for the check

    Level 3: 4 turn cooldown.

    Level 3: SYN+STR for the check.

     

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

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

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

     

    Stress testing: Edmond uses his engineering knowledge to strike stress points in enemy armor or bodies, causing damage that allies can capitalize on. Probably won't grant extra damage on stuff like blobs. Deal weapon damage and increase the damage of the next hit on the same enemy by 25%. 2 turn cooldown.

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

    Level 2: Decrease cooldown to 2 turns

    Level 3: Damage increase is now 15%.

    Level 4: Damage increase is now 20%

    Level 5: Damage increase is now 25%

     

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

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

    Level 2: 1 turn cooldown.

    Level 3: Decrease incoming damage on two grounded allies by 30%

     

  6. Edmond at this moment was somewhat nearby. With his abilities, tending the wounded was the first step after any battle, and Cicivexa was clearly among the wounded. At the first sound of his rage filled cry, Edmond fired up the afterburners on his suit, speeding towards Cicivexa, to grab him and rapidly bring him as far from his target as possible. Edmond was pretty certain he would not be caught in the crossfire, but that was of lesser importance. Here was a chance at ending the fight without significantly lowered cost, he could not afford to let that chance slip by.

     

    "You're going to need to calm down."

     

    Perfect tackle on Cicivexa, a SYN+STR check to banish him from the combat area for one turn. Use Strenuous G-Force to sacrifice 30 HP to do this action very fast.

    Spoiler

    Level: 6

    HP: 78

    Init: Equal to your DEX(2) score

    Constitution: --8
    Dexterity:--3
    Intelligence:
    .--12
    Strength:
    --6
    Synergy:
    --5

    Perks:

     

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

     

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

     

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

     

    Slots (7/7):

     

    Name: The Iron Will

    A made-in-America modern miracle. This weapon of destruction flies over enemies, laying down suppressive firepower when combined with "The Long Arm of the Law". Basically a set of highly patriotic power armor.

    Weight: 5

    Base (Loot): Grants physical damage reduction of 3 points, modular system: Provides +1 to rolls attempting to modify this system or integrate it with other electronic systems.

    Level 2 (Loot): Physical damage Reduction increased by 1

    Level 3 (Loot): Flight Systems Online: Grants fluff flight

    Level 4 (Loot): Bulletproof: Damage reduction against bullets: 2*Physical Damage reduct

    Level 5 (Loot): Acrobatics: The user gets +INT/2 at attempts to perform aerial tricks.

    Level 6 (Craft): The suit can now record up to three enemies or six objects in high detail, allowing them to be studied remotely, granting items of "Combat Data"

     

    The Long Arm of the Law: A weapon meant to be used by someone wielding the Iron will's frame, it looks like an unholy combination of a high caliber sniper rifle and a belt fed machinegun.

    Weight: 5
    Base (Loot): Deals 2d6+INT damage, and when used by someone not utilizing the Iron Will armor system, the weight is treated as 7.
    Level 2: APDS Rounds: This weapon can be used with your choice of INT or DEX as its base stats.
    Level 3: Familiarity : Bumps the dice formula up to 2d8+Stat
    Level 4: Dead Aim: If the Iron Will suit is equipped, consider enemies dodge to be reduced by 10% when utilizing this weapon.

     

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

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

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

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

     

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

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

    Level 2: 1 turn cooldown.

    Level 3: No cooldown

     

    Perfect Tackle:  Perform a SYN+STR check to banish an enemy for 1 turn, 4 turn cooldown.

    Base Level: Using the experience from the Afterburners passive, Edmond tackles an enemy or ally with thrusters at maximum power to send a target far from the action zone. Allies may choose to remain out of combat. Perform a 0.5SYN+0.5STR check to banish an enemy for 1 turn, 5 turn cooldown.

    Level 2: 0.75SYN+0.75STR for the check

    Level 3: 4 turn cooldown.

    Level 3: SYN+STR for the check.

     

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

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

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

     

    Stress testing: Edmond uses his engineering knowledge to strike stress points in enemy armor or bodies, causing damage that allies can capitalize on. Probably won't grant extra damage on stuff like blobs. Deal weapon damage and increase the damage of the next hit on the same enemy by 25%. 2 turn cooldown.

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

    Level 2: Decrease cooldown to 2 turns

    Level 3: Damage increase is now 15%.

    Level 4: Damage increase is now 20%

    Level 5: Damage increase is now 25%

     

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

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

    Level 2: 1 turn cooldown.

    Level 3: Decrease incoming damage on two grounded allies by 30%

     

  7. "Thanks." Edmond stated in response to the defense of the swordswoman. He did not know what had happened with Dackly's sudden, distinct, appearance, but he would not complain. Nor did he know quite what they were up to. "Good to have you back!" He called, before moving to attack. It seemed unlikely that he'd manage to interfere with their plans.

     

    Stress testing on loyal Gozer, for 2d8+12 damage, and increases damage from next hit on same enemy by 25%. Heal for 10% MHP (7). 4 physical damage reduct, 8 against bullets.

     

    Spoiler

    Level: 6

    HP: 78

    Init: Equal to your DEX(2) score

    Constitution: --8
    Dexterity:--3
    Intelligence:
    .--12
    Strength:
    --6
    Synergy:
    --5

    Perks:

     

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

     

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

     

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

     

    Slots (7/7):

     

    Name: The Iron Will

    A made-in-America modern miracle. This weapon of destruction flies over enemies, laying down suppressive firepower when combined with "The Long Arm of the Law". Basically a set of highly patriotic power armor.

    Weight: 5

    Base (Loot): Grants physical damage reduction of 3 points, modular system: Provides +1 to rolls attempting to modify this system or integrate it with other electronic systems.

    Level 2 (Loot): Physical damage Reduction increased by 1

    Level 3 (Loot): Flight Systems Online: Grants fluff flight

    Level 4 (Loot): Bulletproof: Damage reduction against bullets: 2*Physical Damage reduct

    Level 5 (Loot): Acrobatics: The user gets +INT/2 at attempts to perform aerial tricks.

    Level 6 (Craft): The suit can now record up to three enemies or six objects in high detail, allowing them to be studied remotely, granting items of "Combat Data"

     

    The Long Arm of the Law: A weapon meant to be used by someone wielding the Iron will's frame, it looks like an unholy combination of a high caliber sniper rifle and a belt fed machinegun.

    Weight: 5
    Base (Loot): Deals 2d6+INT damage, and when used by someone not utilizing the Iron Will armor system, the weight is treated as 7.
    Level 2: APDS Rounds: This weapon can be used with your choice of INT or DEX as its base stats.
    Level 3: Familiarity : Bumps the dice formula up to 2d8+Stat
    Level 4: Dead Aim: If the Iron Will suit is equipped, consider enemies dodge to be reduced by 10% when utilizing this weapon.

     

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

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

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

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

     

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

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

    Level 2: 1 turn cooldown.

    Level 3: No cooldown

     

    Perfect Tackle:  Perform a SYN+STR check to banish an enemy for 1 turn, 4 turn cooldown.

    Base Level: Using the experience from the Afterburners passive, Edmond tackles an enemy or ally with thrusters at maximum power to send a target far from the action zone. Allies may choose to remain out of combat. Perform a 0.5SYN+0.5STR check to banish an enemy for 1 turn, 5 turn cooldown.

    Level 2: 0.75SYN+0.75STR for the check

    Level 3: 4 turn cooldown.

    Level 3: SYN+STR for the check.

     

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

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

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

     

    Stress testing: Edmond uses his engineering knowledge to strike stress points in enemy armor or bodies, causing damage that allies can capitalize on. Probably won't grant extra damage on stuff like blobs. Deal weapon damage and increase the damage of the next hit on the same enemy by 25%. 2 turn cooldown.

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

    Level 2: Decrease cooldown to 2 turns

    Level 3: Damage increase is now 15%.

    Level 4: Damage increase is now 20%

    Level 5: Damage increase is now 25%

     

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

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

    Level 2: 1 turn cooldown.

    Level 3: Decrease incoming damage on two grounded allies by 30%

     

  8. "Man that's pretty sweet. You know when we got zombiefied I kinda got lost. Stuck in the dusty empty rooms back here. Realll empty, really convoluted. Took me till now to get out!" Harry rambled. The fact that this had actually worked, if even for a bit, was baffling. Now though, how could he keep this guy distracted for longer? It might even be a good thing if the dude figured out that Harry was not his conscience, there'd be a few things Harry could pull off then.

     

    "So I like not losing gains, but I gotta know, can you make any gains any more? Or you stuck, hit a wall, never gonna improve your strength no more? Man that would be a real shame wouldn't it, if some dude came along and managed to beat us cause he could still beef up more. That'd be a real embarrassment in fact. You ever worry about that?"

     

    Continue to try to impersonate Recoome's conscience with Psionic Message. Keep quiet and sit off to the sidelines at the impromptu medical station if necessary.

     

    Spoiler

    HP: 42

     

    Essence: 1

    Constitution: 11

    Dexterity: 1

    Intelligence:  10 (x1.25)->12 (+3 on wounded)

    Resistance:  3 (+9)

    Strength:  3

    Synergy: 1


    Perks:

    Prodigy: Harry's INT is treated as boosted by 25%.

    Advanced Biotechnology: Harry regains 10% MHP per turn.

    Applied Knowledge: When Harry tends to someone else's wounds, he regains half the HP he healed for them.

    "A Good Deed is its own Reward, but I'll Take What I Can Get." Harry receives extra merit beyond the usual (determined by a GM) for furthering medical science and/or establishing/advancing medical practice in a lasting manner in a world.

     

    Flaw:

    Combat Surgeon's a dangerous job: For one round after Harry heals an ally, he will be hit by a copy of the first attack made against the ally that he healed. If he used a multiheal, he simply takes a copy of the first three attacks made against the subjects of the multiheal.

     

    Actions (7/7)

     

    Slap on Bandaid and call it good enough: Heals one target by 1d4+INT

    Level 2: This heal now has first strike.

    Level 3 (trick, 29 v 1, 6): Heals by 2d4+INT

    Disinfect: Remove all statuses from a chosen target. 2 turn cooldown.

    Level 2: 1 turn cooldown

    Level 3: No cooldown

     

    Now you see me. . . (trick, level 1): Allows the user to edit themselves out of a target's senses. Requires line of site, and only works on one target at a time. Harry now has the ability to work with Psionics.

     

    Psionic Levitation (trick, Level 1): Harry can lift objects up by making an Int check against them. However, if the object is bigger/heavier than a regular book, Harry is unable to lift it, and if Harry levitates something for too long, he will take damage based on GM discretion via migraine.

    Level 2: Harry can now lift something that is 5 kilograms

    Level 3: Range of lifting is increased to 25 feet.

     

    Psionic Resistance (Passive, Trick, Level 1😞 The user can passively resist the absolute most minor of mental effects without a roll.

     

    From a certain point of view (trick, Level 1): Harry gains the ability to see the world from a new point of view, being able to expand his senses to roughly 10 feet radius, being able to practically see around walls and listen to others despite not being around. However, due to his inexperience, this makes him both vulnerable while using this ability, and turns him into a psionic beacon that other psychics can easily spot.

     

    Psionic Message (trick, Level 1): In his attempts to imitate what Proditor does casually, Harry has figured out how to directly send his thoughts to other people. And that is it. He is still unable to hear other people's thoughts, but can now throw his own thoughts at another person's head. 10 meter distance limit.
    Level 2 (trick): Harry can now hear a willing person's responses to his telepathic messages.
    Level 3 (merit): Range is now 100 meters
    Level 4 (merit): Range is now 200 meters

     

  9. Well that seemed to have done something. But in the moment that it appeared in his mind, Edmond shied away from this change. Perhaps if it had been a few weeks ago, when he'd had nothing, by which to compare with any of those here, he might have grasped it, hoping for some newfound power. But at the moment, he was not necessarily confident in, but satisfied with what he could contribute. As could be seen by what he and Tsubasa had just accomplished.

     

    Birds Eye view on Gozer and Cap, and Cicivexa. Decrease incoming damage to them by 30% for one round. Heal for 10% MHP (7). 4 physical damage reduct, 8 against bullets.

    Spoiler

    Level: 6

    HP: 78

    Init: Equal to your DEX(2) score

    Constitution: --8
    Dexterity:--3
    Intelligence:
    .--12
    Strength:
    --6
    Synergy:
    --5

    Perks:

     

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

     

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

     

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

     

    Slots (7/7):

     

    Name: The Iron Will

    A made-in-America modern miracle. This weapon of destruction flies over enemies, laying down suppressive firepower when combined with "The Long Arm of the Law". Basically a set of highly patriotic power armor.

    Weight: 5

    Base (Loot): Grants physical damage reduction of 3 points, modular system: Provides +1 to rolls attempting to modify this system or integrate it with other electronic systems.

    Level 2 (Loot): Physical damage Reduction increased by 1

    Level 3 (Loot): Flight Systems Online: Grants fluff flight

    Level 4 (Loot): Bulletproof: Damage reduction against bullets: 2*Physical Damage reduct

    Level 5 (Loot): Acrobatics: The user gets +INT/2 at attempts to perform aerial tricks.

    Level 6 (Craft): The suit can now record up to three enemies or six objects in high detail, allowing them to be studied remotely, granting items of "Combat Data"

     

    The Long Arm of the Law: A weapon meant to be used by someone wielding the Iron will's frame, it looks like an unholy combination of a high caliber sniper rifle and a belt fed machinegun.

    Weight: 5
    Base (Loot): Deals 2d6+INT damage, and when used by someone not utilizing the Iron Will armor system, the weight is treated as 7.
    Level 2: APDS Rounds: This weapon can be used with your choice of INT or DEX as its base stats.
    Level 3: Familiarity : Bumps the dice formula up to 2d8+Stat
    Level 4: Dead Aim: If the Iron Will suit is equipped, consider enemies dodge to be reduced by 10% when utilizing this weapon.

     

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

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

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

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

     

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

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

    Level 2: 1 turn cooldown.

    Level 3: No cooldown

     

    Perfect Tackle:  Perform a SYN+STR check to banish an enemy for 1 turn, 4 turn cooldown.

    Base Level: Using the experience from the Afterburners passive, Edmond tackles an enemy or ally with thrusters at maximum power to send a target far from the action zone. Allies may choose to remain out of combat. Perform a 0.5SYN+0.5STR check to banish an enemy for 1 turn, 5 turn cooldown.

    Level 2: 0.75SYN+0.75STR for the check

    Level 3: 4 turn cooldown.

    Level 3: SYN+STR for the check.

     

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

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

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

     

    Stress testing: Edmond uses his engineering knowledge to strike stress points in enemy armor or bodies, causing damage that allies can capitalize on. Probably won't grant extra damage on stuff like blobs. Deal weapon damage and increase the damage of the next hit on the same enemy by 25%. 2 turn cooldown.

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

    Level 2: Decrease cooldown to 2 turns

    Level 3: Damage increase is now 15%.

    Level 4: Damage increase is now 20%

    Level 5: Damage increase is now 25%

     

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

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

    Level 2: 1 turn cooldown.

    Level 3: Decrease incoming damage on two grounded allies by 30%

     

     

  10. "Wait. . . The Makuta has children? No offense meant, but is this an asexual reproduction thing, or what?" Edmond had no idea whether his question would be heard. In the meantime though, Edmond inched over towards Tsubasa, who he recalled had been carrying the stones. He didn't want to attack Medusa just yet, as she hadn't, strictly speaking, attacked them yet. She was still an ex member of the group after all.

     

    "Brace yourself, I'm gonna get you to the temple, alright? You get the stones in place." Edmond murmured. Then, a split second later, he'd pour as much magical energy into his suits thrusters as he and the power reserves could muster.

     

    Use Strenuous G-force to act at 35 in the initiative. (Costs 32 HP, cut by preemptory bracing down to 22 HP cost). Use Perfect Tackle to yeet the person carrying the Toa stones into the temple, using STR+SYN (6+5) for the check, with a bonus of INT/2 (see level 5 of The Iron Will power armor) to performing this. Recover 10% MHP. 4 physical damage reduct, 8 against bullets.

    Spoiler

    Level: 6

    HP: 78

    Init: Equal to your DEX(2) score

    Constitution: --8
    Dexterity:--3
    Intelligence:
    .--12
    Strength:
    --6
    Synergy:
    --5

    Perks:

     

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

     

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

     

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

     

    Slots (7/7):

     

    Name: The Iron Will

    A made-in-America modern miracle. This weapon of destruction flies over enemies, laying down suppressive firepower when combined with "The Long Arm of the Law". Basically a set of highly patriotic power armor.

    Weight: 5

    Base (Loot): Grants physical damage reduction of 3 points, modular system: Provides +1 to rolls attempting to modify this system or integrate it with other electronic systems.

    Level 2 (Loot): Physical damage Reduction increased by 1

    Level 3 (Loot): Flight Systems Online: Grants fluff flight

    Level 4 (Loot): Bulletproof: Damage reduction against bullets: 2*Physical Damage reduct

    Level 5 (Loot): Acrobatics: The user gets +INT/2 at attempts to perform aerial tricks.

    Level 6 (Craft): The suit can now record up to three enemies or six objects in high detail, allowing them to be studied remotely, granting items of "Combat Data"

     

    The Long Arm of the Law: A weapon meant to be used by someone wielding the Iron will's frame, it looks like an unholy combination of a high caliber sniper rifle and a belt fed machinegun.

    Weight: 5
    Base (Loot): Deals 2d6+INT damage, and when used by someone not utilizing the Iron Will armor system, the weight is treated as 7.
    Level 2: APDS Rounds: This weapon can be used with your choice of INT or DEX as its base stats.
    Level 3: Familiarity : Bumps the dice formula up to 2d8+Stat
    Level 4: Dead Aim: If the Iron Will suit is equipped, consider enemies dodge to be reduced by 10% when utilizing this weapon.

     

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

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

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

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

     

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

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

    Level 2: 1 turn cooldown.

    Level 3: No cooldown

     

    Perfect Tackle:  Perform a SYN+STR check to banish an enemy for 1 turn, 4 turn cooldown.

    Base Level: Using the experience from the Afterburners passive, Edmond tackles an enemy or ally with thrusters at maximum power to send a target far from the action zone. Allies may choose to remain out of combat. Perform a 0.5SYN+0.5STR check to banish an enemy for 1 turn, 5 turn cooldown.

    Level 2: 0.75SYN+0.75STR for the check

    Level 3: 4 turn cooldown.

    Level 3: SYN+STR for the check.

     

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

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

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

     

    Stress testing: Edmond uses his engineering knowledge to strike stress points in enemy armor or bodies, causing damage that allies can capitalize on. Probably won't grant extra damage on stuff like blobs. Deal weapon damage and increase the damage of the next hit on the same enemy by 25%. 2 turn cooldown.

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

    Level 2: Decrease cooldown to 2 turns

    Level 3: Damage increase is now 15%.

    Level 4: Damage increase is now 20%

    Level 5: Damage increase is now 25%

     

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

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

    Level 2: 1 turn cooldown.

    Level 3: Decrease incoming damage on two grounded allies by 30%

     

     

     

  11. "Thank you Leo. Though I worry more that I may have broken the clock than myself if I got into the gears. What do you expect that ladder down goes to?" Had they perhaps gone through the gears to no purpose? Well, that would be a nuisance indeed.

     

    "Shall we check the lower level first? Or would you rather go directly for the goal?"

  12. "What the hell. . ." Harry murmured softly, as he watched the line of zombies waltz in, literally. How was he supposed to treat people here now? Well, at the very least, this kind of battle looked like it might have significantly less bloodshed.

     

    Mentally projecting outward, Harry soon found Alan. "You seeing this? Is this all of them? This stuff just keeps getting crazier and crazier. What's happening on your end?"

     

    Following this confirmation, Harry considered a few options. He could try to sneak out, a plan seemingly doomed to failure. Invisibility, or rather erasure of his presence he had, but it could be extended to only one victim. He could dance, but. . . well there was no reason for him to believe that would do anything. Harry considered attacking, but, the situation wasn't all that bad at the moment, as the zombies weren't attacking them, and he didn't want to break that seeming truce.

     

    So for now, he settled on poking around in people's mind. Specifically, Recoomes. It took a bit to identify his mind, Harry knew he'd need some practice at that, but eventually he found it. "Hey there old buddy, it's me, your conscience." What a stupid idea. "Know it's been a while, but you know how it is. Thought I'd check in. . .How you been doing lately? Nice pose you got there, good figure, how much you benching these days?

     

     

    Try to impersonate Recoome's conscience with Psionic Message. Keep quiet and sit off to the sidelines at the impromptu medical station if necessary.

     

    Spoiler

    HP: 42

     

    Essence: 1

    Constitution: 11

    Dexterity: 1

    Intelligence:  10 (x1.25)->12 (+3 on wounded)

    Resistance:  3 (+9)

    Strength:  3

    Synergy: 1


    Perks:

    Prodigy: Harry's INT is treated as boosted by 25%.

    Advanced Biotechnology: Harry regains 10% MHP per turn.

    Applied Knowledge: When Harry tends to someone else's wounds, he regains half the HP he healed for them.

    "A Good Deed is its own Reward, but I'll Take What I Can Get." Harry receives extra merit beyond the usual (determined by a GM) for furthering medical science and/or establishing/advancing medical practice in a lasting manner in a world.

     

    Flaw:

    Combat Surgeon's a dangerous job: For one round after Harry heals an ally, he will be hit by a copy of the first attack made against the ally that he healed. If he used a multiheal, he simply takes a copy of the first three attacks made against the subjects of the multiheal.

     

    Actions (7/7)

     

    Slap on Bandaid and call it good enough: Heals one target by 1d4+INT

    Level 2: This heal now has first strike.

    Level 3 (trick, 29 v 1, 6): Heals by 2d4+INT

    Disinfect: Remove all statuses from a chosen target. 2 turn cooldown.

    Level 2: 1 turn cooldown

    Level 3: No cooldown

     

    Now you see me. . . (trick, level 1): Allows the user to edit themselves out of a target's senses. Requires line of site, and only works on one target at a time. Harry now has the ability to work with Psionics.

     

    Psionic Levitation (trick, Level 1): Harry can lift objects up by making an Int check against them. However, if the object is bigger/heavier than a regular book, Harry is unable to lift it, and if Harry levitates something for too long, he will take damage based on GM discretion via migraine.

    Level 2: Harry can now lift something that is 5 kilograms

    Level 3: Range of lifting is increased to 25 feet.

     

    Psionic Resistance (Passive, Trick, Level 1😞 The user can passively resist the absolute most minor of mental effects without a roll.

     

    From a certain point of view (trick, Level 1): Harry gains the ability to see the world from a new point of view, being able to expand his senses to roughly 10 feet radius, being able to practically see around walls and listen to others despite not being around. However, due to his inexperience, this makes him both vulnerable while using this ability, and turns him into a psionic beacon that other psychics can easily spot.

     

    Psionic Message (trick, Level 1): In his attempts to imitate what Proditor does casually, Harry has figured out how to directly send his thoughts to other people. And that is it. He is still unable to hear other people's thoughts, but can now throw his own thoughts at another person's head. 10 meter distance limit.
    Level 2 (trick): Harry can now hear a willing person's responses to his telepathic messages.
    Level 3 (merit): Range is now 100 meters
    Level 4 (merit): Range is now 200 meters

     

     

     

     

  13. "Indeed, energy control may be rather interest. I wonder if it would work on my methods. Or perhaps my methods would work on it. One or the other."

     

    Ena stared up through the tower, noting the lack of any clear stairs or walkway to the final level.

    "What a convoluted path."

     

    "Well, shall we begin?" With that, step onto the platform to carry herself up.

  14. "Spiderman," Harry had at some point heard his name, "Didn't get your flu vaccine, eh?" The flu remained a relevant disease, though primarily in poorer regions of old earth in Harry's experience. Too mutagenic and contagious to really eliminate easily, and not lethal enough or threatening enough to those with enhancements such as his for anyone to invest the massive wealth that would be necessary. Such an effort would probably fail anyway.

     

    "Oh and uh. . . you? Don't think I caught your name. But thank you for the help." He'd gotten the person to help bring over clean water for washing injuries, direct the injured, and miscellaneous other tasks without even knowing their name. Couldn't really judge based on attire in the current situation, but this person was certainly part of the team though, given what had occurred in the battle before.

  15. "Travis, how long ago were your world wars? Is this ancient history, or still rather relevant? Well, relevant to all those still on your world." While Edmond didn't particularly like taking the mask, it seemed like that would be what would happen, and he felt it best to accept it and move on.

  16. "I take it that the consequences of the Makuta obtaining this mask would be catastrophic? I don't know if I trust us or our strength to keep it out of his hands. I must ask though, why did the Makuta believe your threat to destroy it? If it worked once, it may work again. Given that we are not of this world, he may be more inclined to believe that we'd have no qualms about breaking it. . ."

     

    He would have had a different opinion had the whole group been here. There were those with the power and capacity to perhaps wield the mask effectively, gods and other things. But with those here, Edmond did not find himself convinced of their capacity to handle such an item. Though he supposed, it could depend purely on what was needed to wield the mask.

     

    "You've worn the mask, what does it take? Is it strength of body, will, magic, some combination, or something else entirely?"

  17. "Would the masks of Makuta then be those rusted and degrading ones that we have seen occasionally? They do tend to be a bit off-putting." Edmond stated, watching the careful cuts. Impatience, arrogance, and the belief that everyone schemed as much as he did, within the limits of their capabilities, those were the Makuta's flaws? Nothing came to mind immediately in the way of plans, but those were a dangerous combination of flaws. This was good, definitely.

  18. Harry began setting up a small treatment station in the Macy's. Really just clearing off a large display table of jeans, collecting those clothes that looked like they'd rip apart into decent bandages if he ran out of his own.

     

    Following that, he begin searching for those who may have sustained injuries, and to those who hadn't, said, "If you find anyone, send them my way, that corner of the store over there, just to the left of the 'Men's Apparel' sign."

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