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Endlessblaze

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Posts posted by Endlessblaze

  1. Card, Still in EM Form, will go over to the arcade machines and look them over. What kind of games do they have?
    Does his EM form let him see anything odd?

    Actualy look around, what does this place look like in EM form?

     

    Spoiler

    Nutrivatlandwave.png

    Ah. Neat. Its a little fuzzy. Card is...Pretty sure it shouldn't be so fuzzy. Though whether its from his ability to see it being still in its infancy, or some kind of interference he can't be sure.

    Still, he will investigate and get a closer look at the Arcade Golems, while idly glancing at the wave flow around him.

    Are the Food mascots packing tech inside them? They seem to have a wireless connection to something...

  2. Card chuckles between owing.
    "Tis a shame, I wanted to take that screen...Ah who am I kidding ill take it anyways!"

    Card, after healing up with snacks, and offering some to the others, goes to remove the screen.

    He later spends a portion of the trip doing minor testing with synthesis and manages to make some kind of glass computer core entirely out of synthetic substances. He taps at it for a bit before stopping.

    Next thing everyone else knows he is shouting something about EM Waves and being a Kamen Rider, and turns into some kind of suited up fleshy dude with a tentacle arm.
    He then spends even more of the trip trying to do things in his new form.
     

    Spoiler

    IchorBleuOnTheAir.png
    Image curtesy of Shade

     

  3. "Well that's a thing! Trial! Unfathomable Flesh!"

    Card quickly runs the Unfathomable Flesh card through his scanner again, this time however he decides to mix things up, given the greater threat.
    Because this thing just SCREAMS 'I am much more dangerous then the random food scraps you just butchered'

     Spinning his sword around a few times in one hand till he stops it pointing downward, he starts swirling up the plasma and plasma constructs coming off it, before putting his other hand on the sword and swinging it forward in a sliding motion, then up. Casting the plasma free in a rolling "Disc" along the ground.

    Thanks to Unfathomable Flesh, the teeth that are usualy simply fired at range when swung, should get pulled of into the swirl being made of plasma. As should the Ichor weeping from the blade which, is also of course, made of plasma.

    The intended result is a rolling sawblade of Ichor and Giant teeth riding towards the target.
    Card aims for either the center legs, or, if he can catch it while its coming in for a sweeping attack of some kind, the arm connecting its gun or scythe!


    "Zankourin! Crimsion Blade!"

    Hopefuly he will also release a snack soon, just in case.

  4. Card plays along, slowly moving down to the ground while slipping his Ichor card back in alongside the still loaded Home Cooked Meal.
    "Full. Ichor."
    Just as he is reaching the ground he draws his Chili Horrordog card and leaps back up Yeeting a Snack Orb at the robot with his sword like its some kind of baseball.

    "CHILI HORRORDOG!"
    He then uses the power of the card in his hand to detonate the orb, setting it off like a bomb in front of the robot's face.

  5. "Well that was easy." 
    Card removes his Ichor card and stores it and Unfathomable Flesh back where they belong. He does however leave Home Cooked Meal active with a shrug, can't hurt to have some spare healing on hand

    "Man its going to be a pain lugging this and whatever else we get today around. We have got to get better rides"

  6. Card holds his sword up at an angle and slots two cards into it, then runs one of his cards through the slider
    "Full! Ichor!"
    "Full! Home Cooked Meal!" 

    "Trial! Unfathomable Flesh!"

     

    Spoiler

    "Ichor" Card     It resembles wood, or maybe hardened leather with a single golden teardrop on it

    Full: Your weapon slowly weeps Ichor, minorly infecting those you attack causing slight defense drops.

    Spoiler

    "Home Cooked Meal" Card     The card displays a heaping plate of golden kebabs, drenched in sauce and flanked by frozen treats

    Full: Periodically releases snacks.


     

    Spoiler

    "Unfathomable Flesh" Card           This card depicts a mass of writhing flesh with drooping tentacles.
    It radiates eldritch power.
     

    This card acts more like divine magic than the other arcane magic cards, the card is doing something and then a seemingly unrelated effect is manifesting.

    Trial: A large collection of giant teeth grow on the item and fire out to impale enemies when the user attacks.


     

    As soon as Card has an opening he will swing his sword with both hands and sent a hail of giant teeth at the attacking monster

  7. "That sounds intresting. A theme park sounds like a nice place to go have some fun after some work, but more importantly, how can you Repo a Nexus? Its supposed to be a confluence of energy, which I presume is natural, right? How can you Repossess something owned by the wilderness, even aside from the logistics of trapping and moving it."

    "Also, Whats this about coming in and replacing this area with farmland"


    Card looks over the building and its surrounding area with concern 

  8. Sadly, while training the clone with the scrap sword and rope ends up tossing his sword into the pit....and when he rappels down he finds magma
    Trying to pull his sword out of the magma he accidently sends it further into the moltent sea, and is forced to swing onto the second floor before the resulting spray burns his rope away

    Unable to rejoin the party while the elevator is in use, and feeling like they can handle it, he begins to Explore the Area

  9. After practicing Card Tricks with a rock, wailing on the "Blok" clone for a little while to make a new weapon, and making a rope, the clone with the scrap sword notes feeling of the building shifting under them and decides to make a move

    "Im going to see if I can rappel down the holes in the office. Maybe I can spot something useful. We will meet back up later. If it looks to dangerous down there, ill climb back up and just follow you guys"


    Tie my cloth rope to the heaviest object or sturdiest looking structural object in the offices and start to gently work my way down to the lower floor, looking around at the floors and rooms around me as I go
     

  10. The figure grunts and mumbles with clear irritation at not landing on his feet while being yanked out of the universe for the second time today, before standing up, dusting himself off, and looking around.

    He eventually notices the others and waves
    "Hey can someone fill me in? I just got done being backup for a hostage situation and promptly got transported here"

  11. "Huh. Well I take it thats not what you were expecting? Man this place is weird. Its not going to be easy to get any normal work done like this if this keeps up, Though it does seem like a chance to get some valuable research in....Hmm"

    Leo thinks a bit, before running off with a "Ill be right back" and getting far enough away from the Glockman that the sound waves wont do anything significant to mana

    Obviously if he wants to get some work done, he should first identify the nature of the distortion, and or the medium of that distortion.
    For his first test, Leo creates four 'Strings' of mana and observes them. One string of mana from his own body, one string of his own thaumic mana, and one string of the local ambient mana. 

    The fourth string is also composed of Leo's own thaumic mana, but he casts Metamagic White on it, inclining it much more towards law and order.

    By observing these four strings, Leo hopes to observe, compare, and contrast any distortions that arise in them, and learn more about these strange forces that are acting upon them.



     

  12. Punch looked on tapping her finger to her chin. Damnit, as soon as she had a thought on how to more easily pass energy onto one of the others, she missed her chance. The way the Coaster was now moving was no longer conductive to it. 

    But this loop was going to be nasty if a tentacle hit them at the wrong angle. So. She pulls her arm back and lights it up in a flow of false lightning, and tappers it to a sharpened crescent edge of light on the end of her fist.

    With one stack of charge left, Punch's strength is now 15

    Punch Uses Color Strike on Trick Claw. Trick must and a perception check, or else the damage taken will have a physical and elemental alignment, plus a status effect based on it. The chosen physical damage type is slashing, the chosen elemental damage type is electric. Deals STR+1d4 damage.
     

      Hide contents

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

                

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

     

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

     

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

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

     

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

     

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

        

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


     

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

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

     

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

     

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

     

    Perks 

      Hide contents

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

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

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

     ------------------------------- 

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

     

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

     

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

     

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

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

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

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


    Stats

      Hide contents

     

    Level: 5

     

    HP: 55

    Init:

     

    Stats:

    Constitution:5

    Dexterity:4

    Intelligence:6

    Strength: 12

    Synergy:3

  13. Stella considers the enemies for a moment, before tossing a Galactic Blast at the two Marauders and Psychos



    Relevant Stats
     

    Spoiler

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

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

    Essence: 5

     

    Constitution: 3

     

    Dexterity: 1

     

    Intelligence: 5

     

    Strength: 0

     

    Synergy: 7

     

    Loadout

    Spoiler

    Actives-

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

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

     

     

  14. Stella scoffs.
    Of course they would win. 

    What kind of goddess would lose to such creatures. Sure it was a little cramped in here but of course they could handle it.
    Still, She was pretty far from home and at present without a proper weapon to give her any extra edge. What if an actual threat showed up?

    Most of the tech here was less then stellar.
    (Well no, it was a space station after all, but semantics.)
    But at the very least, parts were parts. Worst comes to worst she could melt it down.
    And she WAS a little curious about some of the more esoteric tech.

    So after claiming any loot that the others pass up, Stella promptly Flys around the room, Attempting to loot anything intresting looking, or metal that isent nailed down (And take apart anything that is) like an asshole
     

  15. Lilly- At the waterfall
    "Alright, we will ask them then. Do you know where they live?"
    Union flutters about a bit. They really want to get away from all this trash. Its filthy in here, and is quite unpleasant to there enhanced sense of smell. 

  16. Punch uses Vortex Kick on CFW Trick dealing STR+1d6 damage and inflicting Dizzy For two rounds. 

    Punch has a Natural Strength Stat of 12 and her Current strength stat is 21, due to the effects of Charge Up.
    Following her Attack, at the end of this round, she will lose one stack of Charge

      Hide contents

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

                

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

     

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

     

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

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

     

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

     

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

        

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


     

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

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

     

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

     

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

     

    Perks 

      Hide contents

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

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

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

     ------------------------------- 

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

     

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

     

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

     

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

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

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

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


    Stats

      Hide contents

     

    Level: 5

     

    HP: 55

    Init:

     

    Stats:

    Constitution:5

    Dexterity:4

    Intelligence:6

    Strength: 12

    Synergy:3

  17. Punch continues to scream as she continues to charge up.

     

     

      Hide contents

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

                

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

     

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

     

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

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

     

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

     

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

        

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


     

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

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

     

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

     

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

     

    Perks 

      Hide contents

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

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

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

     ------------------------------- 

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

     

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

     

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

     

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

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

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

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


    Stats

      Hide contents

     

    Level: 5

     

    HP: 55

    Init:

     

    Stats:

    Constitution:5

    Dexterity:4

    Intelligence:6

    Strength: 12

    Synergy:3

  18. Stella uses Night shock on Maroon Dirge, (or, if its dead before her turn the lowest HP Neo-Shadow) Dealing 2d6+Syn Holy/Dark damage

    Stella has a 33% dodge chance due to Divine Flight

    Stella resist most environmental effects due to Divine Flight

    The current antagonist of this plot may mock Stella and her allies due to Color Commentary. Because of this, Stella may randomly be afflicted by Taunt.

  19. Punch sighs and follows Lyra
    When she gets there she once more begins to scream at the sky and charge up.

     

     

    Spoiler

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

                

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

     

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

     

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

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

     

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

     

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

        

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


     

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

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

     

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

     

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

     

    Perks 

      Hide contents

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

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

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

     ------------------------------- 

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

     

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

     

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

     

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

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

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


    Stats

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    Level: 5

     

    HP: 55

    Init:

     

    Stats:

    Constitution:5

    Dexterity:4

    Intelligence:6

    Strength: 12

    Synergy:3

  20. Stella uses Night shock on Neo-Shadow A, (or, if its dead before her turn the lowest HP Neo-Shadow) Dealing 2d6+Syn Holy/Dark damage

    Stella has a 33% dodge chance due to Divine Flight

    Stella resist most environmental effects due to Divine Flight

    The current antagonist of this plot may mock Stella and her allies due to Color Commentary. Because of this, Stella may randomly be afflicted by Taunt.

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