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Pokemon Reborn Development Blog
Pokemon Rejuvenation Development Blog
Posts posted by Strider
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"Not implying anything, but it will be just us where we're going, right?" Either way, if they were heading to that warehouse, Liliya believed she would be the primary liability. Alexandria wouldn't have been able to sneakily infiltrate whether they went in now or later. For now though, they'd just have to adapt to the circumstances at hand.
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"Indeed. My abilities are a little less simple to show off, but we do indeed have the ability to provide significant help if we feel it warranted. Shall we take this somewhere just slightly more private? Don't worry, it ain't a kidnapping or murder, but it might be nice to prevent others from overhearing, as much as is feasible." If they could convince this man that they had a common goal. . . well this might just turn out a little easier than anticipated.
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"Well, we know it's original target, and the fact that it's not contained to just said target in it's effect. Additionally we know the name of the project. I didn't catch anything else, did you, Alexandria?"
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Cell needed to survive this, and, judging the distance, Edmond thought he could get there in time to perform a few repairs before the beast arrived.
Quick Tune up on Cell healing 2d6+INT. Activate Gambit Perk to use Quick Tune up again healing Cell again for 2d6+INT, sacrificing 17 HP, reduced by preemptory bracing to 12 HP). Heal back a total of 7 HP from Autoregeneration. 4 damage reduction against physical forms of damage, 8 damage reduction against bullets specifically. +2 more from heartlight, and +2 to INT.
SpoilerLevel: 5
HP: 65
Init: Equal to your DEX(2) score
Constitution: --7
Dexterity:--2
Intelligence:.--11+2
Strength: --5
Synergy: --5Perks:
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. 4 damage reduction against physical forms of damage, 8 damage reduction against bullets specifically.
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.Equipment Acquired: Toa Heartlight (Untyped) – The ancient mechanisms of the Toa Canister have transformed you into a creature of Bionicle! But without a source of elemental power, only some of its features have been unlocked. Grants +2 damage reduction and +2 to a stat chosen when equipped. Cannot be unequipped at this time. Deals 5% of your MHP in nonlethal pure damage to you each round until you pass out. Self-damage can be negated if you wear a Kanohi Mask of Power.
Equipment Acquired: Matoran Kanohi Mask – This artifact allows beings of Bionicle to properly control and contain their powers. Without one, even the mightiest Toa can be humbled. Some masks can also grant special powers, but these do not. They are enough to keep you alive and healthy, though. Can be knocked off by a critical hit, requiring a round to recover and put back on.
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.
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%.
Individual Air Support: Edmond chooses one ally, and makes note of incoming threats to them for one round. If an enemy would deal damage to the ally, even one cloaked or invisible, Edmond will first launch a burst of suppressive fire at them, dealing the base damage from a range weapon he is using, and stunning the enemy for one round. 5 turn cooldown.
Level 1: Choose an ally, if an enemy would target them, attack, deal basic damage, and stun. 5 turn cooldown.
Level 2: Advanced Sensor Array: Edmond will still be able to attack enemies who are cloaked, invisible, or speedy in such a way that would normally prevent them from being targetted while they make their move.
Strenuous G-force (free action): This action modifies other actions. Edmond may sacrifice an amount of HP, and move at a spot in the init equal to his original init plus 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
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Edmond watched in mild horror as the small guy was pummeled into the ground. But the fight wasn't over, and he needed to keep the others who could end it alive and as healthy as possible.
Quick Tune up on Travis healing 2d6+INT . Heal back a total of 7 HP from Autoregeneration. 4 damage reduction against physical forms of damage, 8 damage reduction against bullets specifically. +2 more from heartlight, and +2 to INT.
SpoilerLevel: 5
HP: 65
Init: Equal to your DEX(2) score
Constitution: --7
Dexterity:--2
Intelligence:.--11+2
Strength: --5
Synergy: --5Perks:
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. 4 damage reduction against physical forms of damage, 8 damage reduction against bullets specifically.
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.Equipment Acquired: Toa Heartlight (Untyped) – The ancient mechanisms of the Toa Canister have transformed you into a creature of Bionicle! But without a source of elemental power, only some of its features have been unlocked. Grants +2 damage reduction and +2 to a stat chosen when equipped. Cannot be unequipped at this time. Deals 5% of your MHP in nonlethal pure damage to you each round until you pass out. Self-damage can be negated if you wear a Kanohi Mask of Power.
Equipment Acquired: Matoran Kanohi Mask – This artifact allows beings of Bionicle to properly control and contain their powers. Without one, even the mightiest Toa can be humbled. Some masks can also grant special powers, but these do not. They are enough to keep you alive and healthy, though. Can be knocked off by a critical hit, requiring a round to recover and put back on.
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.
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%.
Individual Air Support: Edmond chooses one ally, and makes note of incoming threats to them for one round. If an enemy would deal damage to the ally, even one cloaked or invisible, Edmond will first launch a burst of suppressive fire at them, dealing the base damage from a range weapon he is using, and stunning the enemy for one round. 5 turn cooldown.
Level 1: Choose an ally, if an enemy would target them, attack, deal basic damage, and stun. 5 turn cooldown.
Level 2: Advanced Sensor Array: Edmond will still be able to attack enemies who are cloaked, invisible, or speedy in such a way that would normally prevent them from being targetted while they make their move.
Strenuous G-force (free action): This action modifies other actions. Edmond may sacrifice an amount of HP, and move at a spot in the init equal to his original init plus 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
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"I'm just here for the ride. No self preservation and all that, you know! So, if you'd be so kind as to just cooperate, this will all go extremely smoothly." Not making a show of it, Liliya kept an eye on the rest of the bar. If this guy had friends, or anyone using this as a distraction to get out, they needed to know that.
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Edmond launched himself over to the tank, getting to work on repairing the armor plates. Given that it seemed to be taking the lions share of the attack, Edmond considered it a priority.
Quick Tune up on Travis healing 2d6+INT . Activate Gambit Perk to use Quick Tune up healing Travis again for 2d6+INT, sacrificing 17 HP, reduced by preemptory bracing to 12 HP). Heal back a total of 7 HP from Autoregeneration. 4 damage reduction against physical forms of damage, 8 damage reduction against bullets specifically. +2 more from heartlight, and +2 to INT.
SpoilerLevel: 5
HP: 65
Init: Equal to your DEX(2) score
Constitution: --7
Dexterity:--2
Intelligence:.--11+2
Strength: --5
Synergy: --5Perks:
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. 4 damage reduction against physical forms of damage, 8 damage reduction against bullets specifically.
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.Equipment Acquired: Toa Heartlight (Untyped) – The ancient mechanisms of the Toa Canister have transformed you into a creature of Bionicle! But without a source of elemental power, only some of its features have been unlocked. Grants +2 damage reduction and +2 to a stat chosen when equipped. Cannot be unequipped at this time. Deals 5% of your MHP in nonlethal pure damage to you each round until you pass out. Self-damage can be negated if you wear a Kanohi Mask of Power.
Equipment Acquired: Matoran Kanohi Mask – This artifact allows beings of Bionicle to properly control and contain their powers. Without one, even the mightiest Toa can be humbled. Some masks can also grant special powers, but these do not. They are enough to keep you alive and healthy, though. Can be knocked off by a critical hit, requiring a round to recover and put back on.
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.
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%.
Individual Air Support: Edmond chooses one ally, and makes note of incoming threats to them for one round. If an enemy would deal damage to the ally, even one cloaked or invisible, Edmond will first launch a burst of suppressive fire at them, dealing the base damage from a range weapon he is using, and stunning the enemy for one round. 5 turn cooldown.
Level 1: Choose an ally, if an enemy would target them, attack, deal basic damage, and stun. 5 turn cooldown.
Level 2: Advanced Sensor Array: Edmond will still be able to attack enemies who are cloaked, invisible, or speedy in such a way that would normally prevent them from being targetted while they make their move.
Strenuous G-force (free action): This action modifies other actions. Edmond may sacrifice an amount of HP, and move at a spot in the init equal to his original init plus 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
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"Well, that's a bit of a problem, now isn't it. . ." Edmond coughed out, winded by being slammed around by the falling dragon thing. For now, he focused on repairing himself, reaffixing and patching biofluid pumps, rewelding the scratched armor plates, and attempting to unjam some of the servos.
Quick Tune up on self healing 2d6+INT . Heal back a total of 7 HP from Autoregeneration. 4 damage reduction against physical forms of damage, 8 damage reduction against bullets specifically. +2 more from heartlight, and +2 to INT. I just remembered to equip that, and have swapped out one action to make room for it.
SpoilerLevel: 5
HP: 65
Init: Equal to your DEX(2) score
Constitution: --7
Dexterity:--2
Intelligence:.--11+2
Strength: --5
Synergy: --5Perks:
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. 4 damage reduction against physical forms of damage, 8 damage reduction against bullets specifically.
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.Equipment Acquired: Toa Heartlight (Untyped) – The ancient mechanisms of the Toa Canister have transformed you into a creature of Bionicle! But without a source of elemental power, only some of its features have been unlocked. Grants +2 damage reduction and +2 to a stat chosen when equipped. Cannot be unequipped at this time. Deals 5% of your MHP in nonlethal pure damage to you each round until you pass out. Self-damage can be negated if you wear a Kanohi Mask of Power.
Equipment Acquired: Matoran Kanohi Mask – This artifact allows beings of Bionicle to properly control and contain their powers. Without one, even the mightiest Toa can be humbled. Some masks can also grant special powers, but these do not. They are enough to keep you alive and healthy, though. Can be knocked off by a critical hit, requiring a round to recover and put back on.
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.
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%.
Individual Air Support: Edmond chooses one ally, and makes note of incoming threats to them for one round. If an enemy would deal damage to the ally, even one cloaked or invisible, Edmond will first launch a burst of suppressive fire at them, dealing the base damage from a range weapon he is using, and stunning the enemy for one round. 5 turn cooldown.
Level 1: Choose an ally, if an enemy would target them, attack, deal basic damage, and stun. 5 turn cooldown.
Level 2: Advanced Sensor Array: Edmond will still be able to attack enemies who are cloaked, invisible, or speedy in such a way that would normally prevent them from being targetted while they make their move.
Strenuous G-force (free action): This action modifies other actions. Edmond may sacrifice an amount of HP, and move at a spot in the init equal to his original init plus 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
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"Not out of the woods yet are you Cell. . . " Edmond muttered. Almost like his recent handiwork had just been immediately nullified by the enemy. He'd have to work harder.
Quick Tune up on Cell healing 2d6+INT to a mechanical ally. Activate Gambit Perk to use Quick Tune up again healing Cell again for 2d6+INT, sacrificing 17 HP, reduced by preemptory bracing to 12 HP). Heal back a total of 7 HP from Autoregeneration. 4 damage reduction against physical forms of damage, 8 damage reduction against bullets specifically. +2 more from heartlight, and +2 to INT. I just remembered to equip that, and have swapped out one action to make room for it.
SpoilerLevel: 5
HP: 65
Init: Equal to your DEX(2) score
Constitution: --7
Dexterity:--2
Intelligence:.--11+2
Strength: --5
Synergy: --5Perks:
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. 4 damage reduction against physical forms of damage, 8 damage reduction against bullets specifically.
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.Equipment Acquired: Toa Heartlight (Untyped) – The ancient mechanisms of the Toa Canister have transformed you into a creature of Bionicle! But without a source of elemental power, only some of its features have been unlocked. Grants +2 damage reduction and +2 to a stat chosen when equipped. Cannot be unequipped at this time. Deals 5% of your MHP in nonlethal pure damage to you each round until you pass out. Self-damage can be negated if you wear a Kanohi Mask of Power.
Equipment Acquired: Matoran Kanohi Mask – This artifact allows beings of Bionicle to properly control and contain their powers. Without one, even the mightiest Toa can be humbled. Some masks can also grant special powers, but these do not. They are enough to keep you alive and healthy, though. Can be knocked off by a critical hit, requiring a round to recover and put back on.
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.
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%.
Individual Air Support: Edmond chooses one ally, and makes note of incoming threats to them for one round. If an enemy would deal damage to the ally, even one cloaked or invisible, Edmond will first launch a burst of suppressive fire at them, dealing the base damage from a range weapon he is using, and stunning the enemy for one round. 5 turn cooldown.
Level 1: Choose an ally, if an enemy would target them, attack, deal basic damage, and stun. 5 turn cooldown.
Level 2: Advanced Sensor Array: Edmond will still be able to attack enemies who are cloaked, invisible, or speedy in such a way that would normally prevent them from being targetted while they make their move.
Strenuous G-force (free action): This action modifies other actions. Edmond may sacrifice an amount of HP, and move at a spot in the init equal to his original init plus 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
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"Well done!" Edmond pushed off the ground, lightly hovering on the scintillating magitek thrusters. Wait, what had just happened to Cell, nothing had attacked him! Edmond blasted off towards the mute one, blood rushing towards his legs rendering him slightly dizzy.
Use Quick Tune Up on Cell, healing 2d6+INT to a mechanical ally. Utilize Strenuous G-Force to act at initiative spot 20 (costs 18 HP, reduced by preemptory bracing to 13 HP). Heal back a total of 7 HP from Autoregeneration. 4 damage reduction against physical forms of damage, 8 damage reduction against bullets specifically.
SpoilerLevel: 5
HP: 65
Init: Equal to your DEX(2) score
Constitution: --7
Dexterity:--2
Intelligence:.--11
Strength: --5
Synergy: --5Perks:
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. 4 damage reduction against physical forms of damage, 8 damage reduction against bullets specifically.
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.
Stress testing: Edmond uses his engineering knowledge to strike stress points in enemy armor or bodies, causing damage that allies can capitalize on. Probably won't grant extra damage on stuff like blobs. Deal weapon damage and increase the damage of the next hit on the same enemy by 15%. 2 turn cooldown.
Level 1: Deal weapon damage and increase damage on next hit by 10%. 3 turn cooldown.
Level 2: Decrease cooldown to 2 turns
Level 3: Damage increase is now 15%.
Level 4: Damage increase is now 20%
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%.
Individual Air Support: Edmond chooses one ally, and makes note of incoming threats to them for one round. If an enemy would deal damage to the ally, even one cloaked or invisible, Edmond will first launch a burst of suppressive fire at them, dealing the base damage from a range weapon he is using, and stunning the enemy for one round. 5 turn cooldown.
Level 1: Choose an ally, if an enemy would target them, attack, deal basic damage, and stun. 5 turn cooldown.
Level 2: Advanced Sensor Array: Edmond will still be able to attack enemies who are cloaked, invisible, or speedy in such a way that would normally prevent them from being targetted while they make their move.
Strenuous G-force (free action): This action modifies other actions. Edmond may sacrifice an amount of HP, and move at a spot in the init equal to his original init plus 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
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"Well that's wrong. Everything you think you know about your world no longer applies. You need to unlearn what you've learned, and take in what is new. That's what it means to be in a different world." Edmond murmured, in response to the girl's statement about magic.
"One source of magic? Perhaps on your world, perhaps not where Cicivexa comes from. Demons needing decapitation, it may happen that what you call demons and what others call demons don't line up perfectly." He recalled that Marisa had said something about binding demons, and they'd had a demon kid as one of their allies for a while. For a moment, he wondered where the kid had gone, but the thought slipped away as quickly as it had arrived though.
Edmond gladly accepts some food from Cell. "We've got another newcomer, and we're doing introductions. Nice, ca--Wait, where did you get cake?"
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Edmond edged over where he was seated, stealthily point his thrusters towards the new arrival. Not threateningly, no, just preparation for leaping away if necessary.
"Well, I'm not a demon, so I'd prefer not to be decapitated. . . Were you given any information about, being sent here to fight trespassers, world devouring entities? That's the mission, why we're here. As to what this place is," Edmond stopped, realizing he had never learned what it was.
"Well I don't know what it's called? Hahli, what do you call this world?"
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"I'm Edmond, as I said before. As to what I am, well, hopefully not food. I do engineering work by profession, of the military variety. I've been able to perform basic repairs for us while we've been in these bodies, so that's been nice. There isn't much in the way of magic where I come from, so I'm still working on getting the hang of that." He shrugged, not making any demonstration of that fact.
"I've been with the group since the very beginning I'm pretty sure. Don't know exactly how long ago that was, but we've been through a couple of worlds now. Oh! You should know, we've got more than just us, they're off saving things somewhere else."
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After consideration, Edmond elected not to repeat his apology or explanation. It seemed unlikely to accomplish much.
"A trap is possible, but it seems unlikely. There's better bait that doesn't require read so much into his actions, firstly. If he wished to capture us, there are easier ways, and if he wished to distract us, he need not have attracted our attention with this swarm in the first place. It's possible that there's another mask to which we'd go sooner if he didn't attract attention here, but I think it's more likely that he has found something, and wants us there to help him get it.
"If he made a trap, he'd make it one we knew full well was a trap, but that we were forced to spring." Edmond had never done that sort of thing, but it seemed like the clear course for someone like the Makuta.
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"I am sorry Cicivexa, but if the boulder hadn't been stopped, well I don't think it would have been wise to wait to ask permission to carry you across." To those newcomers, Edmond waved. "I'm Edmond, nice to meet you all."
"Pardon me, but where exactly is Le-wahi? How far, and what sort of terrain are we expecting?"
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Well this wasn't good. He had very little that could slow down a boulder He couldn't get everyone, Hiroki seemed to be capable of taking care of herself, Gozer was too big, same with Cell, and the actual tank, but there was one fairly easy. "Cicivexa, hold on!"
It might not be possible to hear that over the rumbling of the boulder. Edmond, waiting to avoid the spell that Cicivexa had cast, followed up by firing his thrusters up to full throttle, grabbing them, and carrying them across the chasm.
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"Stretch, you know you can't protect them if you let yourself get dogpiled and knocked out. . .right?" Harry charged over, readying his kit of tools in order to treat the stabs and contusions.
Jump start on Stretch, bringing him back to half health, then use Speedy Prognosis passive to get an extra heal on Stretch for 2d4+13, delayed until after revival.
SpoilerHP: (Con*2)+20=42
Essence: 1
Constitution: 11
Dexterity: 1
Intelligence: 8 (x1.25)->10 (+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.
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: (6 combat slots)
Slap on Bandaid and call it good enough: Heals one target by 1d4+INTLevel 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
Speedy Prognosis: Harry gets one extra turn per combat round, only allowed to be used for healing actions (no attacking actions, maybe no buffing). Nonupgradeable, and cannot be duplicated.
Jump Start: If an ally has been brought to 0 HP within the last two rounds, Harry, using a combination of a large adrenaline injection, a small electric defibrillator, and a bunch of cellular regeneration compounds, may bring that ally back to life at half health. Once per world cooldown, and won't work if the ally has been completely incinerated or something similar.
D'Arnet's Modern Military Medical Procedures Digital+Field Kit: Whenever Harry is faced with a problem he is having difficulty with, he consults this eleven thousand page book on his compad, where there are clear and concise instructions for unusual situations, with even speculative ideas about Xenobiology. It even contains an advanced human being analogue program, used for field tutorials and for estimating the effects of chemicals on human physiology. Harry may be brilliant, but even he needs a compilation of all the knowledge he can get, and tools. Grants +3 to INT when treating wounded. Lets the user heal a target by 1d4+INT.
ADVENT Plasma Rifle: 3d6 + INT damage, INT % chance to deal double damage.
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Harry cocked his head listening to Alan's message. "Heyo Alan. Necromancer is down for the count, new enemy on the scene. Cybernetic tentacle woman, attempting to exit," Harry communicated rapidly, appending a brief description of the direction based on the stores and whether it was on the opposite side of where he'd arrived or in that direction.
"If we could get a drone intercept to slow her down, well that might be pretty fine and dandy. Also we've got a whole night of the living dead situation down here, pass the intel onto the backup if you can. Don't want them coming in blind." Harry, meanwhile turned to what he thought was another inhabitant of this world.
Disinfect Upgraded, use on Thunderlord.
SpoilerHP: (Con*2)+20=42
Essence: 1
Constitution: 11
Dexterity: 1
Intelligence: 8 (x1.25)->10 (+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.
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: (6 combat slots)
Slap on Bandaid and call it good enough: Heals one target by 1d4+INTLevel 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
Speedy Prognosis: Harry gets one extra turn per combat round, only allowed to be used for healing actions (no attacking actions, maybe no buffing). Nonupgradeable, and cannot be duplicated.
Jump Start: If an ally has been brought to 0 HP within the last two rounds, Harry, using a combination of a large adrenaline injection, a small electric defibrillator, and a bunch of cellular regeneration compounds, may bring that ally back to life at half health. Once per world cooldown, and won't work if the ally has been completely incinerated or something similar.
D'Arnet's Modern Military Medical Procedures Digital+Field Kit: Whenever Harry is faced with a problem he is having difficulty with, he consults this eleven thousand page book on his compad, where there are clear and concise instructions for unusual situations, with even speculative ideas about Xenobiology. It even contains an advanced human being analogue program, used for field tutorials and for estimating the effects of chemicals on human physiology. Harry may be brilliant, but even he needs a compilation of all the knowledge he can get, and tools. Grants +3 to INT when treating wounded. Lets the user heal a target by 1d4+INT.
ADVENT Plasma Rifle: 3d6 + INT damage, INT % chance to deal double damage.
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"Hey, hey! I'm not all that strong you know. No need to shove." She had other tricks up her sleeve, and if Alexandria couldn't stop this guy, her plan had been simply to follow him, confident in her speed.
But for now, another five seconds of precognition, to determine whether she should draw her knife. Given what Mar and the demon kid had helped her do with it, Liliya felt there was a good chance that it could do some damage even to cybernetic limbs.
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"Hey, neither do I, but I'm a special case, y'know? On the other hand, this guy could be as well. Guy, you mind sitting down and talking with us?" The unstated alternative would be being made to sit down.
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It wasn't easy to tell whether Spiderman was injured in some way, but Harry sprinted over when he heard Freya's statement. A fever, if he was a human of the same type as Harry.
"Freya, who's this, what do we know? Kid, I'm gonna need to tell me what your normal body temperature is, and whether you're on any prescription medications. . ." All things he could find out with time of course, but it was always easier to properly treat someone if they could explain the important things. He'd begin patching up some of the lacerations.
Use Disinfect to remove statuses, and speedy prognosis to heal spiderman for 2d4+INT
SpoilerHP: (Con*2)+20=42
Essence: 1
Constitution: 11
Dexterity: 1
Intelligence: 8 (x1.25)->10 (+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.
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: (6 combat slots)
Slap on Bandaid and call it good enough: Heals one target by 1d4+INTLevel 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.Speedy Prognosis: Harry gets one extra turn per combat round, only allowed to be used for healing actions (no attacking actions, maybe no buffing). Nonupgradeable, and cannot be duplicated.
Jump Start: If an ally has been brought to 0 HP within the last two rounds, Harry, using a combination of a large adrenaline injection, a small electric defibrillator, and a bunch of cellular regeneration compounds, may bring that ally back to life at half health. Once per world cooldown, and won't work if the ally has been completely incinerated or something similar.
D'Arnet's Modern Military Medical Procedures Digital+Field Kit: Whenever Harry is faced with a problem he is having difficulty with, he consults this eleven thousand page book on his compad, where there are clear and concise instructions for unusual situations, with even speculative ideas about Xenobiology. It even contains an advanced human being analogue program, used for field tutorials and for estimating the effects of chemicals on human physiology. Harry may be brilliant, but even he needs a compilation of all the knowledge he can get, and tools. Grants +3 to INT when treating wounded. Lets the user heal a target by 1d4+INT.
ADVENT Plasma Rifle: 3d6 + INT damage, INT % chance to deal double damage.
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"Something between mask and us, something big, weight? Support? Okay, so there's a lot of weight on--well nevermind that I guess." Edmond murmured as their little game of charades came to an end.
"Cicivexa, I'm not going to comment on the rashness of doing that, but as Cell has been explaining, take a look at that particular stone, there, that one. If we can brace it, and prevent it from shifting when the mask is remobed, it should be safe. Does the mask of vision reveal anything?"
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Liliya moved over to the door, not quite planting herself in the way, but standing at the side to accost the man if he tried to exit. Before saying anything, she'd attempt to look forward five seconds for this course of action. If it was not too bad, she'd continue. "Awfully suspicious to be leaving right now, don't you think?"
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Edmond stuck around for the question about the Masks' abilities. It would be a shame if the one DOOM wanted would be of great use to them as well.
[Trespassers IC] Shadowrun: Seattle By Sundown: Breaking Point
in General
Posted
"Completely fair!" For now, Liliya would simply give the building a look over, to see if there were any obvious exits besides the main on, and that sort of thing. Anything to prepare for the likely ambush.