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[OOC: READ FIRST] Trespassers of the Multiverse: Gaiden^2 (Accepting Signups)


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Introducing Punch Bombdottr!
Here to beat the crap out of bad guys, and shamelessly rip off all there cool moves (And everyone else's)

Spoiler

 

 

Name: Punch Bombdottr.

Age: 21

Gender/Sex: Female

 

Race: Kitsune

 

Appearance: A soft faced kitsune with three large fluffy tails, and a Healthy, curved figure. Because of her Beast folk ability, and kitsune disguises. It can be difficult to pin down any one description. Though she is usually found sporting fox ears, along with her tails, and maintaining an otherwise tall human appearance. She changes outfits often, and wildly. Where does she even keep this stuff?

 

Personality: This girl can and will change her behaviors and mannerisms at the drop of hat. Making her a little hard to pin down, and figure out what she's really like, but a few common threads emerge. Like most kitsune she is an eccentric character and has a dramatic flair. And seems to enjoy a bit of mischief and will tease her friends and allies. This is made more complicated by the fact she has three fully formed personalities, as evidenced by her number of tails, and they are all so similar it's near impossible to tell which one is which, without prior knowledge.     

 

Level: 5

 

HP: 55

Init:

 

Stats:

Constitution:5

Dexterity:4

Intelligence:6

Strength: 12

Synergy:3

 

Perks:

  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.

 

Actions:

 

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.

 

Equipment:




 

___________________________________________________

 

Starting fox traits

 

Movement of the Fox: This character can move silently, with the stealth and light steps of a Fox, granting stealth bonuses where relevant

 

Ears of the fox: This character can take on fox ears, for enhanced hearing. Does not require an action slot.

 

Body of the Fox: This character may take on the general body structure of a fox, partially, or wholly. This allows them to alter their limbs, or even become a fox, when combined with other fox traits.

 

Claws of the Fox: This character may take on the Claws of a fox. Allowing them to dig really well.

 

Shedding of the Fox: The user may suddenly begin shedding hair at high speed

 

Fur of the Arctic fox: This character can cover their flesh in fur patterned after the Arctic fox, granting +3 cold damage resistance.

 

Size of the Fox: This character can assume the size and scale of a Fox. Either shrinking them down to that level, OR applying that same scale to the human form.

 

 

 

 

 

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  • 2 months later...

Just joined the forums to try this out. Everyone, meet Lyra Concept, Ex-Glitcher contractor who's got some functional (if somewhat damaged) sci-fi gear and a wrench!

Spoiler

Name: Lyra (Lie-ra) Concept

Age: 23

Gender/Sex: Female and Female

Race: Human

Class: Contractor

Appearance:

Wears a set of yellow and black tactical gear with lots of pockets. Alongside the gear, Lyra wears a helmet that is segmented into three sections - the left and right sections are olive drab, while the section in the middle is black, with a skull spray-painted on. Beneath the helmet, she is fair-skinned, with short, messy blonde hair and brown eyes that always seem to dart about from one thing in the room to another. All the bulky equipment makes her look a lot more stout than she actually is.

Personality:

Calm and professional. Or, at least, so she seems.

 

HP: 30+(5*7) = 65/65

Init: 10-0(For now) = 10

 

Stats: 10(Base)+20(4*Level 5)=30/30 Stat Caps: 5(Base)+7.5(1.5*Level 5)= 12

            Constitution: 7

            Dexterity: 8

            Intelligence: 7

            Strength: 8

            Synergy: 0

Perks: 2(Base)+1(Level 5)+1(Flaw) = 4/4

 

Adrenaline -

Lyra can dodge one attack with a guaranteed chance of success. Cooldown of 3 turns.

Note: The cooldown counter for this ability ticks at the end of the entire turn.

“When in great stress and danger, individuals have reported seeing time slow down in front of them, allowing them to respond to hazards that they would normally be too slow to avoid. Those who do not experience this slowdown may wish to acquire a Slipstream before they die from a gunshot.” - Excerpt from a Sovereign training manual

 

Blur -

After landing three attacks, Lyra can dodge one attack with a guaranteed chance of success. Note: Blur can recharge in the middle of a turn if Lyra performs an attack before an enemy attack hits her.

“All right...” - Lyra Concept

 

Fiasco -

Lyra can use the perk-backed action “Fiasco”, which hits multiple times.

“In a line of work like mine, you need to be fast.” - Sader Fiasco

 

Copycat -

Lyra receives a bonus of her INT to any crafting rolls for creating items that are similar to ones she's seen before. This includes tricks.

“Any sufficiently advanced technology is indistinguishable from magic.” - Foundry adage

 

(Flaw) Proud -

All forms of support (buffs, healing, status cures) Lyra received from others are halved. If the support cannot be halved (in the case of a debuff cure, for instance), the support has a 50% chance of failing and having no effect.

“No thanks.” - Lyra Concept

 

Actions: 18/18

Action Limit: 7/7 (Includes passive actions, but not perk-backed ones)

 

Defend

Halves damage once all other damage calculations are made. Does not have initiative, and does not reduce pure damage.

Level 0 -

“Sometimes, all you can do is throw up your arms and hope.” - Sleeper War Survivor

Available unless Lyra is prevented from acting. Reduces damage by half once all other calculations are made.

 

Fiasco (Perk-Backed) -

Lyra performs a melee attack twice. Three turn cooldown. If Fiasco reduces an enemy to 0 HP or less, the cooldown is two turns instead of three.

    Level 1 (Base) -

“In a line of work like mine, you need to be fast.” - Sader Fiasco

Lyra chooses a melee attack to hit her enemy with. This attack hits twice. Three turn cooldown.

Level 2 -

“As much as I hate to admit it... I do enjoy this work, on some level.” - Lyra Concept

If Fiasco reduces an enemy to 0 HP or less, the cooldown is two turns instead of three.

 

Breathe

Lyra heals herself for 1d6+INT damage.

    Level 1 (Base) -

    “Remember to pace yourself. If you go charging into another pack of guards when you’re out of breath, things aren’t going to end well.” - Genie Cassini

    Lyra heals herself for 1d6+INT damage.

    Level 2 -

    “Just breathe in, breathe out. Accept the pain without letting it consume you.” - Genie Cassini

    Lyra now heals herself for 2d6+INT damage.

 

Rush

Lyra performs two attacks with her wrench, each one dealing 1d8+DEX/2 damage. If Lyra attacks the same target twice and then attacks them the next turn with a move other than Rush, that move has 1 damage die added.

NOTE: Buffs only apply to Lyra’s first attack.

NOTE: Lyra can target a different foe with each attack.

    Level 1 (Base) -

    “Come on. Do you really expect to accomplish anything if I can see your moves weeks in advance?” - Genie Cassini

    Lyra attacks twice, hitting enemies for 1d6+DEX/2 damage each time.

    Level 2 -

    “Yes, that’s right. Don’t just hit your foes, set them up for other attacks!” - Genie Cassini

    If Lyra attacks the same target twice and then attacks them the next turn with a move other than Rush, that move has 1 damage die added.

    Level 3 -

    “18, 19, 20... Come on, Lyra! If you mess up now, we’re doing the set all over again!” - Genie Cassini

    Rush now deals 1d8+DEX/2 damage per attack.

 

Concussion

Lyra swings her wrench at an enemy’s head, stunning them for one turn and dealing 1d6 damage. One turn cooldown.

    Level 1 (Base) -

    “If your weapon were a sword, it would only cut down to the target’s nose or eyes. That’s what you should be doing with this strike.” - Genie Cassini

    Lyra stuns an enemy for one turn. One turn cooldown.

    Level 2 -

    “Remember that hits like this can still do damage - I wouldn’t rely on this if you wanted to keep your target alive.” - Genie Cassini

    Concussion now deals 1d6 damage.

 

Crush

Lyra swings her wrench at full force, reducing their damage output by LVL/2 points for two turns and dealing 4d4+STR damage. The damage debuff stacks with itself.

    Level 1 (Base) -

    “I want you to hit me as hard as you can.” - Genie Cassini

    Lyra reduces an enemy’s damage output by LVL/2 points for two turns and deals 1d4+STR damage.

    Level 2 -

    “98, 99, 100! Good. Rest for a while, then we’ll do another set.”- Genie Cassini

    Crush now deals 2d4+STR damage.

    Level 3 -

    “It’s important to position your feet properly. Too wide and you won’t be able to move around as easily or put power into your blows. Too close and it’ll be easy for someone to knock you down.” - Genie Cassini

    Crush now deals 3d4+STR damage.

    Level 4 -

    “Make sure you retain control of your weapon even as you swing it. You can’t just let inertia guide the blows, otherwise you might lose your weapon - and you don’t want to take on these people barehanded.” - Genie Cassini

    Crush now deals 4d4+STR damage.

 

Taunt

Lyra shouts at up to three enemies to make herself seem like a bigger threat, forcing them to attack her for three turns.

Note: The target enemies must target Lyra if they attack, and Lyra must be the sole target of all AoE attacks. Three turn cooldown.

    Level 1 (Base) -

“Now, repeat after me, as loudly as you can: ‘Hey! You! Get fucked, bitch!’” - Genie Cassini

    Lyra taunts an enemy, forcing them to attack her for three turns. Five turn cooldown.

    Level 2 -

    “Sometimes, you’ll have no other choice but to make something up. Just remember, once you start talking, you can’t stop until you’ve finished. You want to make a mockery of your enemy, not the reverse.” - Genie Cassini

Taunt now has a four turn cooldown.

    Level 3 -

    “If you can’t think of anything to say, just yell. Yell as loudly as you can. I want you to do that right now. Nobody else will hear you.” - Genie Cassini

Taunt now has a three turn cooldown.

    Level 4 -

    “You need to make eye contact with each one you want to get the attention of. You want to aggravate them, make them focus more on you and less on what you’re doing.” - Genie Cassini

    Lyra can now taunt up to two enemies.

    Level 5 -

    “As with before, volume can make up for a lack of cleverness. Make the most noise and they’ll be bound to change their tactics - which can open up holes for you to exploit.” - Genie Cassini

    Lyra can now taunt up to three enemies.

    Level 6 - 

    “You ain’t ever gonna catch me. Because I am going to kill all of you, ONE BY FUCKING ONE!” - Lyra Concept

    Taunt now counts as one attack for the purposes of triggering Blur.

   

 

Gear: 2(Base)+5(Level 5)+1(Character Rework)= 6/8

 

Experimental Reactive Armor-

+4 DR against physical attacks. Weight of 7. After being attacked once, +2 DR for the rest of the turn.

    Level 1 (Base) -

    “One of the final tests Genie gave me was stealing something valuable from a Sovereign research ship. This was how I managed to ‘graduate’.” - Lyra Concept

    +2 DR. Weight of 6.

    Level 2 -

    “Sensors located all around the armor detect incoming attacks, and cause parts of it to reinforce in response.” - HP-25X Design Documents

After being attacked once, +2 DR for the rest of the turn. +3 weight (Now 9).

Level 3 -

“Live testing of HP-25X revealed that its weight of 32.8 kilograms was considered too heavy to fit into the heaviest loadouts. As such, measures have been taken to reduce the armor’s weight.” - HP-25X Design Documents

Weight reduced by 2 (Now 7).

Level 4 -

“Lighter armor material has been introduced, allowing weight to fall to 15.5 kilograms. This means even fairly light loadouts are capable of equipping the HP-25X.” - HP-25X Design Documents

Weight reduced by 2 (Now 5).

Level 5 -

“Armor’s still not quite able to stop the sting of bullets. Added a few more plates in the areas that were being hit the most often.” - Lyra’s Notes

Base DR increased by 1 (Now 3). Weight increased by 1 (Now 6).

Level 6 -

“Replaced the plates from last time with steel rather than ceramic. Should provide somewhat better protection, even if it does make it heavier.” - Lyra’s Notes

Base DR increased by 1 (Now 4). Weight increased by 1 (Now 7).

 

Swapper -

Once per battle, Lyra can either switch places with her target or prepare a Swapshot on her target. The latter will dodge the target’s attacks.

NOTE: This device works by destroying the user’s (and the target’s) body, and then recreating it in a different place.

    Level 1 (Base) -

    “Glitching has a price, but you don’t have to be the one to pay it.” - Glitchers

    Once per battle, Lyra can use this device to switch places with her target. This causes all attacks that would hit her to hit her target, and vice versa. The target can still attack her even after switching places.

    Level 2 -

    “The guard didn’t flinch. He fired. And Harris swapped with him.“ - Legend of Ferris “Swapshot” Harris

    Instead of immediately switching places with her target, Lyra can instead ready her Swapper for a Swapshot - when her enemy attacks, Lyra will then switch places with them immediately, dodging any attacks they launch. Attacks from other foes will not trigger Swapshot. Swapshot lasts for one turn, similar to Defend. If Lyra is not attacked by her target, the Swapper’s charge is not used.

 

Stash:

 

Lead Pipe -

Currently carrying 3.

Deals 1d4+STR damage to one target.

 

Handgun -

Currently carrying 4.

Deals 1d4+DEX damage to one target. 

 

Improvised Rifle -

This strange weapon fires a burst of rays that transform mid-flight into various improvised weapons.

Deals 3d6+INT damage to one target with a 5% chance to deal no damage and a 5% chance to deal triple damage(1 or 20 on a d20).

 

 

Edited by AzyWng
Specified what it means when enemies are forced to attack her.
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  • 2 weeks later...
Spoiler

Name: Max McWilliamson
Age: 25
Gender/Sex: Male
Race: Human
Appearance: Standing at 5'10, Max is a moderately broad olive-skinned dude with a combover of black hair that goes on a bit longer than needed to in the back; He's usually seen wearing a dark shirt with a vibrant Hawaiian shirt over it, complete with jeans, military boots, and hand tape. His eyes are a vibrant hazel, shining emerald green in the right lighting.
Personality: Max is a goofy, laid-back kind of guy; kinda bouncy and antsy, he tends to anger people as much as cheer them up and encourage them with his general attitude. He's loud, boisterous, and definitely has presence in a room, whether anyone wants him to or not. He tends to move at his own pace, however, and really enjoys a good battle, being a bit more of a wild card than first anticipated.

Level: 5

HP: 75
Init: 7


Stats:
Constitution: 9
Dexterity: 7
Intelligence: 6
Strength: 8
Synergy: 0

Perks:

 

Perk: Training In The Field: Gain +1 STR per level.

Perk: Atomic Karate: Every third hit inflicts 1d6 Fire Damage on top of previously calculated damage.

Perk: Maximum Volume: Inflicts Taunt effect on all enemies at the start of combat.

 


Actions:

 

Starting AP: 10 (Base) + 8 (Levels 2-5) = 18;

Current AP: 18- 15 = 3

 

Fury Slap: Does a quick yet impactful slap in the face to get someone's attention. Roll 3d2 for damage and apply Taunt for one turn. Has a 1 turn cooldown.

Level 1: Does 1d2 damage.

Level 2: Does 2d2 damage.

Level 3: Does 3d2 damage.

 

Counter Guard: Max guards an attack with 60% damage reduction; Has a 45% chance to counter the attack, dealing 2d12 damage. Can only be used once per turn, and has a 2 turn cooldown.

Level 1: Guards for 20% damage reduction; Has a 15% chance to counter the attack, dealing 2d8 damage.

Level 2: Guards for 40% damage reduction; Has a 30% chance to counter the attack, dealing 2d10 damage.

Level 3: Guards for 60% damage reduction; Has a 45% chance to counter the attack, dealing 2d12 damage.

 

Jet Swing: Swing with the strength of a jet! Deals (2d8+STR)*2 Physical Damage and 1d4 Fire Damage, but stuns for a turn, as the user is dizzy afterward. Has a 3 turn recharge.

Level 1: Deals 2d8+STR Physical Damage and stuns for a turn.

Level 2: Deals (2d8+STR)*2 Physical Damage and stuns for a turn.

Level 3: Deals (2d8+STR)*2 Physical Damage and 1d4 Fire Damage; stuns for a turn.


Equipment:

 

Meteor Shell: A particularly large hammer that's a bit hard to wield, but dumb strong, and packing a rocket booster. Adds 3d6(STR damage, but reduces Initiative by 7-STR. 

Base: Adds 2d6+STR damage, but reduces Initiative by 8-STR.

Craft Level: An enchantment for SUPER DUMB STRENGTH allows for 3d6+STR damage to be dealt.

Craft Level: A new, aerodynamic design allows for an Initiative reduction of only 7-STR.

 

 

Power Knuckle: Gloves that allow for some sweet, sweet murder.exe; they're weaker but faster than MC Hammer over there. Adds 1d6+STR/2 damage, and increases Initiative by (DEX/2).

Base: Adds 1d6+STR/2 damage.

Craft Level: Lighter material boosts Initiative by (DEX/3).

Craft Level: Blast Processing replaces the INIT boost with (DEX/2).

 

 

 

Throwing my hat into the ring; Meet Max, one of them guys who loves a loud, fun, fight!

Edited by DefRevenge24601
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Spoiler

Name: Max McWilliamson
Age: 25
Gender/Sex: Male
Race: Human
Appearance: Standing at 5'10, Max is a moderately broad olive-skinned dude with a combover of black hair that goes on a bit longer than needed to in the back; He's usually seen wearing a dark shirt with a vibrant Hawaiian shirt over it, complete with jeans, military boots, and hand tape. His eyes are a vibrant hazel, shining emerald green in the right lighting.
Personality: Max is a goofy, laid-back kind of guy; kinda bouncy and antsy, he tends to anger people as much as cheer them up and encourage them with his general attitude. He's loud, boisterous, and definitely has presence in a room, whether anyone wants him to or not. He tends to move at his own pace, however, and really enjoys a good battle, being a bit more of a wild card than first anticipated.

 

-----

 

Level: 5
HP: 75
Init: 7


-----


Stats:
Constitution: 9
Dexterity: 7
Intelligence: 6
Strength: 8
Synergy: 0


-----


Perks:

 

Perk: Training In The Field: Gain +1 STR per level.

Perk: Atomic Karate: Every hit, regardless of if a weapon is equipped or not, inflicts damage equivalent to STR/2. The damage is calculated separately from other inflicted damage, and is unaffected by buffs or nerfs.

Perk: Maximum Volume: Inflicts Taunt effect on all enemies at the start of combat.

 

-----


Actions:

 

Basic Actions:

Attack: Crack Shot: Max takes a few rapid swings of his weapon, before one last strike with all of his might. Deals damage based on current weapon.

Defend: EVO 37: Max displaces the incoming attack with a simple backhand slap, making it deal only 50% damage.

 

Starting AP: 10 (Base) + 8 (Levels 2-5) = 18;

Current AP: 18- 15 = 3

 

Fury Slap: Does a quick yet impactful slap in the face to get someone's attention. Roll STR for damage with Armor Penetration and apply Taunt for one turn. Has a 1 turn cooldown.

Level 1: Apply Taunt effect.

Level 2: STR for damage and apply Taunt effect.

Level 3: STR for damage with Armor Penetration and apply Taunt effect.

 

Counter Guard: Max prepares to counter; If he is hit before his next turn, he counters up to three attacks for 1.5[WD] damage, in order of the attacks fired against him. However, every counter fired increases the amount turns it takes for cooldown, also capping at three.

Level 1: Counters/cools down once.

Level 2: Counters/cools down twice.

Level 3: Counters/cools down thrice.

 

Jet Swing: Swing with the strength of a jet! Deals 2[WD]+STR Physical Damage and, but stuns for a turn, as the user is dizzy afterward. Has a 3 turn recharge.

Level 1: Deals [WD]+STR Physical Damage and stuns for a turn.

Level 2: Deals 2[WD]+STR Physical Damage and stuns for a turn.

Level 3: Deals 3[WD]+STR Physical Damage and stuns for a turn.

 

-----


Equipment:

 

Meteor Shell: A particularly large hammer that's a bit hard to wield, but dumb strong, and packing a rocket booster. Adds 4d6+STR damage, but reduces Initiative by 8-STR. 

Base: Adds 2d6+STR damage, but reduces Initiative by 8-STR.

Craft Level: An enchantment for SUPER DUMB STRENGTH allows for 3d6+STR damage to be dealt.

Craft Level: More impactful material allows for 4d6+STR damage to be dealt.

 

Power Knuckle: Gloves that allow for some sweet, sweet murder.exe; they're weaker but faster than MC Hammer over there. Increases Initiative by 7.

Base: Adds 3 Initiative.

Craft Level: Lighter material boosts Initiative by 5 instead of 3.

Craft Level: Blast Processing boosts INIT by 7 instead of 5.

 

-----

 

Inventory:

 

Headphones x1, Phone x1, Cool Shades x1

Had to repost since it wasn't letting me edit anymore.

Edited by DefRevenge24601
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  • 2 months later...

Added a secondary character: Instructor Prototype.

 

 

Spoiler

 

Name: Instructor Prototype (Full Name: Kaida Corporation Prototype Training Series Model 00-27C Serial Number F7DXOQ29604509X.)

Age: 58 (Technically 16, as it was created in 1927 and put into storage in 1943. It was then reactivated in 1985.)

Gender/Sex: Agender (It’s an android.)

Race: Human-like android

Appearance: A pale white humanoid robot figure, comprised mainly of smooth plates of armor to form a humanoid body shape. Notably, it lacks any distinct facial features of any kind - including eyes, a nose, or a mouth.

Personality: Remains calm at almost all times, even when being attacked. Its loyalties seem to mainly lie with an entity referred to as "Kaida Corporation", however...

 

Level: 5

 

HP: 30+(5*7) = 65/65

Init: (8-Encumbrance) = 8

 

Stats: 10(Base)+(7*Level 5)=45/45 Stat Caps: 5(Base)+7.5(1.5*Level 5) = 12

            Constitution:7

            Dexterity:6

            Intelligence:9

            Strength:8

            Synergy:0

 

Perks: 2(Base)+1(5/5 Levels)  = 3/3

 

Core: Teacher -

Prototype can perform the perk-backed action Aim Assist.

    Core Class Memory Module allows Prototype to guarantee crits for its allies

   

Memory Module: Target Cracker -

Prototype’s critical hits (including those granted to allies) will inflict triple their damage, instead of double.

Class Memory Module allows Prototype to hit weak points at special angles to triple damage inflicted

 

Memory Module: Duality -

Whenever Prototype has healed a total of LVL*4 during a single encounter, it gains a 30% damage bonus for the next 3 turns. Whenever Prototype inflicts a total of LVL*4 during a single encounter, it gains a 30% bonus to heals performed for the next 3 turns. This effect can trigger multiple times in a single encounter.

Class Memory Module allows Prototype to enhance healing when dealing damage, and enhance damage output when healing

 

Actions: 8(Base)+10(2*Level 5) = 18/18

 

Guard -

Standard guard, reducing incoming damage by 50%. This move has no initiative and cannot reduce true damage.

    No special properties, but always available

 

Methadone -

Targets an ally of choice, including Prototype itself. Heals 3d4+INT per turn for four turns. While active, also reduces damage by 15% while active. Cooldown of four turns.

    Level 1 (Base) - “Healing Over Time”

    Prototype applies a secret chemical blend to an ally of choice (including itself), healing 1d4+INT each turn for three turns. Five turn cooldown.

    Level 2 - “Reduces Pain”

    Prototype’s medical treatment now includes painkillers, reducing the damage an ally takes by 15% for the duration of Methadone’s effects.

    Level 3 - “Stronger Dosage”

    Prototype now synthesizes and applies a stronger dose of chemicals. Another die is added to the amount healed, for a total of 2d4+INT

    Level 4 - “Faster Recharge”

    Prototype synthesizes doses of chemical blend at a faster pace. Cooldown reduced by one turn, for a total of four turns.

    Level 5 - “Prototype Blend”

    Prototype’s chemical blend has been revised to heal more serious injuries. Another die is added to the amount healed, for a total of 3d4+INT healed per turn.

    Level 6 - “Extended Duration”

    Prototype’s chemical blend has been revised to remain in the target’s system for a longer duration. The duration of all effects of Methadone is extended by one turn, for a duration of four turns.

 

Emergency Response -

Prototype gives itself “Emergency Response” and chooses a healing action. If an ally falls below 40% HP while “Emergency Response” is active, Prototype immediately uses the healing action on that ally as a free action if it’s available. “Emergency Response” can ignore one turn of cooldown. The action itself has a cooldown of five turns.

Level 1 (Base) - “Teammate Monitoring”

Prototype applies the status “Emergency Response” to itself, choosing a healing action to take. If an ally falls below 40% HP while “Emergency Response” is active, Prototype immediately uses that action on the ally as a free action if the action is available (not on cooldown, not disabled, etc.). Cooldown of five turns.

Level 2 - “Emergency Reactivation”

“Emergency Response” can now ignore one turn of cooldown on the healing action in question.

 

Weapon Guidance -

Prototype can give an ally advice on weapon use, increasing weapon damage by 20% for three turns. Alternatively, Prototype can provide information to two allies, increasing weapon damage by 10% for three turns. Three turn cooldown. Can stack with Aim Assist.

Level 1 (Base) - “Applied Database Knowledge”

Instructor can give one ally advice on how to more effectively use their weapons, granting a 20% weapon damage boost for three turns. Cooldown of three turns.

Level 2 - “Coordinated Guidance”

Weapon Guidance now stacks with Aim Assist.

Level 3 - “Shared Database Knowledge”

The damage boost can now be shared with two allies, giving each ally a 10% damage boost for three turns.

 

Aim Assist (Perk-Backed) -

    Prototype makes an ally’s attack inflict a critical hit for double damage, ignoring the target's DR. The attack also becomes perfectly accurate - it cannot miss or be dodged. Cooldown of three turns. If this critical hit kills an enemy, the cooldown is reduced by one turn.

Prototype’s combat analysis can be given to a teammate to ensure that they strike a target’s weakest spots

Level 1 (Base) - “Shared Accuracy”

Instructor can direct an ally’s attack, guaranteeing a critical hit for double damage. Cooldown of three turns.

Level 2 - “Self-Assistance”

Instructor can now use Aim Assist on itself.

Level 3 - “Feedback Loop”

If an enemy is killed with a critical hit from Aim Assist, its cooldown is reduced by one turn.

Level 4 - “Pinpoint Precision”

In addition to making an ally’s attack inflict a critical hit, the attack will now bypass an enemy’s DR.

Level 5 - “Motion Prediction Protocol”

In addition to making an ally’s attack inflict a critical hit and bypass DR, the attack will now be perfectly accurate - it can no longer miss or be dodged.

 

Equipment:2 (Base) + 5(Level 5) = 7/7 Unspent Tokens 0/5

 

Auto 9/45

6d4+DEX damage. 4/4 bursts remaining. Reloading takes a full turn.

    Level 1 (Base) - “Dead or Alive”

Inflicts 3d4+DEX damage.

Weight of 8.

Can fire four bursts before it needs to be reloaded. Reloading takes a full turn.

    Level 2 - “+Damage”

    Another die is added to the weapon’s damage output, for a total of 4d4+DEX.

    Level 3 - “+Damage”

    Another die is added to the weapon’s damage output, for a total of 5d4+DEX.

    Level 4 - “+Damage”

    Another die is added to the weapon’s damage output, for a total of 6d4+DEX.

 

Tomahawk -

2d4+STR+|User INT-target INIT|/2 damage. Three turn cooldown.

Level 1 (Base) - “Mortal Strike”

    Deals 2d4+STR damage. 

    Weight of 8.

Level 2 - “Velocity”

The Tomahawk now inflicts bonus damage equal to |User INIT - target INIT|/2. Tomahawk now has a three turn cooldown.

Viking Riotshield -

    Provides -4 DR against physical attacks.

    Level 1 (Base) - “Riot Guard Standard Issue”

Provides -4 DR against physical attacks.

    Weight of 15.

 

 

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  • 1 month later...
Spoiler

Name: Garnt of Astora, Warrior of Sunlight
Age: 54
Gender/Sex: Male and Male.
Race: Undead. Technically part-Metroid, as well.
Appearance: A tall, tanned man with the physique of somebody who participates in physical activity often. He has short black hair and brown eyes, with a slightly pointed chin and a thin stubble. His body also has several scars, and some patches of skin seem to slightly rise over the rest, coloured a sickly shade of blue. Most people, however, never see anything other than the eyes - he constantly wears an outfit made out of black leather, with two pauldrons and a sort of brown half-cape on one side, though much shorter than a real cape. It’s also padded in several places with purple hide.
Personality: Garnt is determined and almost unflappable - the Darksign’s left its mark on him in more ways than one. He’s also a reasonably intelligent man. He’s had to be; facing gods and Trespassers wasn’t something he could ever do with pure brute strength, at least not on his own. That said, he’s not exactly suited for civilised society, at least not anymore. That, too, is one of the scars the Darksign and Lordran left on him. He hides it better than most Undead, but provoking his anger and aggression is fairly easy, and while he is perfectly capable of resolving things with words, he’s far more prone to violence than anything else for ‘problem-solving’ these days.

Level: 5

HP: 75
Init:

Stats: 30/30
Constitution: 9
Dexterity: 0
Intelligence: 3
Strength: 8
Synergy: 10

Perks

The Darksign: The Darksign brands the Undead, or so the legend goes. If the carrier of the Darksign perishes, they respawn near the main party or a place they identify as home, whichever is nearer.  They are unable to participate in the current combat due to having to farm and retrieve the humanity they lost. Garnt does not receive penalties for being reduced to 0HP or below, though the death counter still ticks.

 

Warrior of Sunlight: Garnt is an adherent to the Lord of Sunlight, and his skills reflect this. Particularly, he possesses a unique form of the Miracle ‘Sunlight Spear’, detailing the creation of his world and twisted by his own travels through the Multiverse.

 

Jolly Cooperation: Before combat, Garnt may designate a single other ally as the ‘Host’. They gain the Embered status effect, granting an additional 30% HP and healing them to full Health. For each turn the ‘Host’ remains in combat, Garnt gains a Sunlight Medal. Garnt gains a crafting token for every 15 Sunlight Medals.

 

A Metroid’s Graft: Once upon a time, Garnt tried to wear the remains of a Metroid as a trophy. The Metroid, or what was left of it, took exception to that and grafted itself onto him, now acting as a sort of symbiotic parasite. 20% of damage dealt by Garnt is returned to him as HP.

 

A Metroid’s Weakness: Due to Garnt’s status as partially-Metroid, all cold damage dealt to him is multiplied by 2x.

Actions:

Great Heal(Miracle)(Level 4) : An elaborate golden circle emanates from the target, healing  them for 4d4+SYN HP. An additional two targets are healed for half the HP healed. Limited to three uses per battle.

-Level 1: 1d4+SYN healing for target, two additional targets healed for ½.

-Level 2: 2d4+SYN healing.

-Level 3: 3d4+SYN healing.

-Level 4: 4d4+SYN healing.

 

Parry(Level 3) : Garnt lashes out with his shield to parry an incoming attack. Target one enemy; negate one attack and, if successful, stun them for one round. One turn cooldown. Does not go on cooldown if the target does not attack.

-Level 1: Target one enemy; negate one attack. Two turn cooldown.

-Level 2: Target one enemy; negate one attack and, if successful, stun them for one round. Two turn cooldown.

-Level 3: Reduced cooldown by one.

 

Two-Hit R1(Level 2) : Strike with the sword two times in quick succession, hitting with two weapon attacks at 80% damage. 3 turn cooldown.

-Level 1: Hit with two Basic Attacks at 70% damage. 3 turn cooldown.

-Level 2: 80% damage.

 

Falling Star (Level 3) (Miracle) : Rains a shower of grossly incandescent star-like blasts upon the enemy group, dealing 3d10+SYN damage to 5 enemies. Can only be used once per battle.

-Level 1: 1d10+SYN damage to 5 enemies. Once per battle.

-Level 2: 2d10+SYN damage to 5 enemies. Once per battle.

-Level 3: 3d10+SYN damage to 5 enemies. Once per battle.

 

Backstab (Level 4) : Garnt stabs an enemy in everyone’s favourite weak spot; the back. His sword pierces them, dealing (weapon damage) + INT + 4. Up to 8 points of Damage Resistance are ignored for this attack. 2 turn cooldown.

-Level 1: (Weapon damage) + INT + 4 damage to one enemy. 3 turn cooldown.

-Level 2: Ignore 4 points of damage resistance.
-Level 3: 8 points of damage resistance.

-Level 4: Cooldown reduced by 1 turn.

 

Sunlight Spear (Level 2) (Perk) (Miracle) : The crystallisation of the miracle that slew immortal dragons, twisted by Garnt’s own realisations of its nature. Garnt conjures a spear of pure lightning that deals 3d12+SYN damage. Once per encounter, the spear's full power can be unleashed to suppress all defensive effects on target enemy for the next five attacks to hit that enemy, also the enemy takes 20% extra damage for those 5 attacks.  While suppressed, effects' durations still tick down if they have one. Otherwise, suppressed effects do nothing.

-Level 1: Deals 2d12+SYN damage. Once per encounter, the spear's full power can be unleashed to suppress all defensive effects on target enemy for the next three attacks to hit that enemy, 20% damage increase for those 3 attacks.  While suppressed, effects' durations still tick down if they have one. Otherwise, suppressed effects do nothing.

-Level 2: Deals 3d12+SYN damage.

-Level 3: Effects are suppressed for the next five attacks to hit the enemy, damage increased for 5 attacks.

 

Equipment:

Vertice Eclipse (Weight 8): A strange sword, with a handle made from geometric shapes and the blade constantly swirling with black, teal and rainbow light. Forged from the soul of a Vertex, it now kills similar creatures. It deals 3d8+STR damage, and increases by a die size against Trespasser-type enemies.

-Base: 1d8+STR damage.

-Craft Level: Additional 1d8 damage.

-Craft Level: Increases by a die size against Trespasser-type enemies.

-Craft Level: Additional 1d8 damage.

 

Crest Shield: A shield that once belonged to an Astoran knight, it still bears his overly complex crest. When the Defend action is taken, Magic damage is reduced by a further 25%.

-Base: Reduce Magic damage by a further 20% when defending.

-Craft Level: Further 5% reduced damage.

 

Talisman: Garnt’s medium for casting the miracles of the gods. Provides an additional 2 SYN to actions classed as Miracles.

-Base: Provides an additional 2 SYN to actions classed as Miracles.

 

am very new roleplayer pls be gentle

Edited by BlitzDungeoneer
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  • 2 weeks later...

*Stares at possibilities*

Oh, sign me up! As soon as I figure out how to make a character...

W to the I to the P

 

Name: Dailius Wolfe, Deserter

Age: 23

Gender/Sex: Male

Race: Human

Appearance: (What do you look like? If you have alternate forms, their appearance should go here. Weapons and stuff are optional.)

Personality: (What are you like? No need for an essay here, leave room for some character exploration.)


Perks: Powerful, semi-unique bonuses that a character gets, that either give sweeping boosts to overall power or significantly change the way a character operates, among other things such as strong signature attacks. These are very flexible, and allowed to bend the rules more than other things. It is recommended to read through the entire system before picking one. 

Each character starts with two perks, and gains an additional perk every 5 levels. One more perk can be 'bought' with a Flaw; essentially a negative Perk. A flaw represents an innate weakness, such as a vulnerability to a certain kind of damage.

Example Perks:

Swift: Character gains +1 DEX per level.

Power Overwhelming: Character's level is 1.3x higher for all calculations. Does not grant bonus AP or stat points.

Stand Proud: Character has a strong entity that they can summon to aid them in battle.

 

Level: Increased whenever the GM deems it appropriate, generally when reaching plot milestones. New characters start at level 5.

HP: Equal to 30+(Level*CON)

Initiative: Your bonus to initiative, generally DEX minus any penalties you may have.

 

Base Stats: 14 points at base+4 per level. (Formula being [10+Lv*4].) Stat caps are 5+Level*1.5, rounded down. (At level 5, you have 30 stat points and your stats are capped at 12.)

 

Strength: How physically powerful a character is. Some equipment might be heavy, reducing initiative unless the user meets a certain strength score.

 

Dexterity: A general measure of coordination and speed. One of two stats permissible for critical hit chances, and increases character initiative.

 

Intelligence: A general idea of how well-educated and knowledgeable a character is, as well as their ability to manipulate data. The only stat that can be used for both critical hit chances and support abilities.

 

Constitution: How resilient a character is to incoming damage. Determines character health, and is frequently targeted by debuffs.

 

Synergy: Measures power not covered by other stats, such as magical energy or the strength of one's onboard nuclear reactor. Can do anything, but has no particular effects.

 

Actions: Generally speaking, "things characters do." They can be active, passive, or take the form of equipment - more on that later. You get 10 AP to start, and 2 for every level. (Formula is 8+2*Level.) Actions cost 2 AP to create, and 1 AP to level. You also start with 5 action slots, and gain one every even level. Additionally, every character can take the "Defend" action unless prevented from acting somehow, reducing incoming damage by 50% after all other calculations. (Does not have initiative, or reduce pure damage.) Action level is capped at two above character level.

 

Examples:

 

Magic Bolt: Deals 2d6+SYN+DEX/2 damage to a single target.

-Level 1: Deal 1d6+SYN damage.

-Level 2: Adds a d6 of damage.

-Level 3: Adds half of the character's Dexterity to the damage.

 

Soothe: Restore 1d4+INT health to a single target and remove two negative statuses from it.

-Level 1: Heal for 1d4 health.

-Level 2: Additionally removes one negative status effect.

-Level 3: Removes an additional status.

 

Rend: Inflicts a bleed that deals DEX/2+3 damage for 2+1d4 turns to a single target.

-Level 1: Inflicts DEX/2 bleeding damage on each of the target's turns, lasting 3 turns.

-Level 2: Increase duration to 2+1d4.

-Level 3: Increases damage by 3.

 

A note on complexity: You can make your effects as convoluted as you want. However, consider this an official establishment of the "tl;dr clause": the GM is not liable for things he forgets to roll on your sheet. Therefore, you are best served by keeping your effects simple and distinct - it's good for my sanity and yours.

 

Equipment and Crafting: Equipment in this game is handled in terms of the action system; a piece of gear goes into your sheet where any other action might, with comparable effects. The main difference is that equipment can be traded between characters, and can only be leveled by crafting and training with it. You can also "craft" actions by training, if your character's not the type to load up on fancy bits of metal and magical trinkets; you can't give these away, obviously, but these "tricks" otherwise function like equipment.

 

Crafting will generally be an opposed check, with your relevant stat(s) being added to your roll and the difficulty being added to the opposing. Degree of success is taken into account as well. When the GM deems it appropriate - generally after reaching critical points in a plot or completing one - everyone in the party will recieve three crafting tokens, which can be used to level up equipment. If the player in question is wholly uninterested in crafting, they may trade all three tokens in for one AP. In the case of cooperative crafting, the token is used up by the recieving character. Tokens will roll over between sessions, but a character cannot exceed 5 available tokens (if they would, they automatically trade three tokens in for AP.) Equipment level is capped in the same way action level is.

 

Each character begins the game with effective craft tokens equal to their level+2, which are to be spent during character generation on creating and leveling equipment.

 

Examples:

 

Iron Plate: A sturdy suit of plate that reduces incoming slashing and piercing damage by 2 points, but reduces the wearer's initiative by 4-STR.

-Base: 1 damage reduction, 5 weight.

-Craft Level: Improved fittings reduce effective weight by 1.

-Craft Level: Better tempering increases damage reduction by 1.

 

Grounding Amulet: A carefully crafted and enchanted pendant that safeguards against electricity.

-Base: 20% reduced damage from electrical attacks only.

 

Claymore: A rather large sword, good for muscling through armor. It deals 3d4+STR damage and ignores three points of damage reduction.

-Base: Deals 1d4+STR damage.

-Craft Level: A sharpened blade improves damage by 1d4.

-Craft Level: An enchantment for increased power improves damage by 1d4.

-Craft Level: Careful weighting allows this weapon to ignore 3 points of damage reduction.

 

Teluman Scim: A blade with a wicked, curved edge so sharp it can cleave through multiple men in a single sweep.

-Base: 1d6 slashing, 

 

The Living Mask: A mask of shimmering silver that's supposed to merge with its wearer's facial features. Dailius hasn't let it.

-Base: +2 to Intimidation attempts while worn.

-Craft Level: The damned thing finally hardened, granting a +2 to Bluffing thanks to its eternal poker face.

Edited by KitRougard
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  • 3 months later...

A secondary That is a tank.

 

Spoiler

Name: Travis Darcy and his Sherman M4 tank crew. (M200 Variant T-Doll “Mary”, Super Shorty Variant T-Doll “Ms. Shorty” M3 “Grease Gun” Variant T-Doll “Galadriel”, Colt Revolver Variant T-Doll “Wyonna”)
Age: 30/Irrelevant.
Gender/Sex:  Male/Female?
Race: Human/Tactical Doll(Robots)
Appearance: A 6 foot tall man, who is pretty well built. He’s clean shaven, and at a glance one can tell he’s a military man. His typical dress consists of a tight black T-shirt, and green cargo pants. (He enjoys being able to store all his things on his person due to typically traveling around.) He wears a long red coat, a staple of GnK commanders, as well as a red beret with the GnK logo on the front. He covers up his hands with leather gloves, and wears black combat boots.
M200: https://en.gfwiki.com/images/7/7d/M200.png
Super Shorty: https://en.gfwiki.com/images/3/35/Super-Shorty.png
M3 Grease Gun: https://en.gfwiki.com/images/a/a6/M3.png
Colt SAA: https://en.gfwiki.com/images/4/43/Colt_Revolver.png
Personality:

 

Level: 6

HP:103
Init: 18

Stats: 34
Constitution: 12 
Dexterity: 12
Intelligence: 0
Strength: 10
Synergy: 0

Perks: TANK!!: When attacking a target, Travis may choose to force them to attack him next.


Angled Armor: Ignore the first ranged attack that isn't fire based or armor piercing to hit Travis each round.


Tread Heavily: + lvl To initiative and Travis is immune to rough terrain effects.


Heavy Armor: Attacks that deal less than LvL damage instead deal 1.

 

Flaw: Live Ammo Storage: Travis takes double damage from fire.


Actions:  
FIRE MAIN CANNON:  Twice per combat, Deal 5d6+Dex to one enemy and 5d6 to 4 other enemies 3 turn cooldown. Starts on cooldown.
    Level 1: Once per combat, Deal 3d4+Dex to one enemy and 3d4 to 4 other enemies. Starts with three turns of cool down.
    Level 2: +1d4 damage
    Level 3: Increase uses to 2 per combat.
    Level 4: +1d4 damage.

    Level 5: Upgrade die to d6

 

Hit it with a wrench: Travis becomes immune to status ailments until the end of the round and all current status ailments are ended. The first use also heals HP by Con. Two turn cool down.
    Level 1: Travis becomes immune to status ailments until the end of the round and all current status ailments are ended. Two turn cool down.

    Level 2: The first use heals HP by Con.

 

Fire Machine Guns!:  2d6 attacks for [LVL]+Dex damage distributed starting at the bottom of the initiative order and going up and looping around if there are more hits than targets. Hits lower damage by 2 for one round.
    Level 1: 1d4 attacks for [LVL] damage.
    Level 2: Shots are distributed among enemies going up the initiative order.
    Level 3:  Shots lower Enemy damage by 2 per hit for one round.
    Level 3: +1d4 Attacks.

    Level 4: Fires d6 attacks instead.
    Level 5: Gains +Dex damage

 

Drive me closer!: Travis wants to hit them with his sword. Deals Dex damage to an enemy, increases Travis' Initiative by Dex next turn, and they take an extra STR damage on the next attack. 1 turn cooldown.
    Level 1: Deals Dex damage to an enemy and they take an extra STR damage when attacked next. 1 turn cooldown.

    Level 2: Increases Travis' Initiative by Dex next turn. 

 

Tank it: Being large and made of armor, Travis’ tank is in an amazing place to act as cover. Travis gets in front of 2 allies for 3 turns, making attacks targeting them target him instead and increasing his DR by 2. Travis can end the action early as a free action. 
    Level 1: Travis takes attacks meant for two allies for a turn.
    Level 2: Slap a shield on the side: +2 DR for a turn.
    Level 3: +1 turn.

    Level 4: +1 turn

 

Passive: Tank beats Sword: The first melee attack to hit Travis counts as a ranged attack.

     Level 1: The first melee attack to hit Travis counts as a ranged attack.

 

Equipment: 2 tokens

 

“Big Iron”: A 75mm main cannon, named by Wyonna of course. + 4 main target damage on FIRE MAIN CANNON.
    Level 1: +2 damage on FIRE MAIN CANNON
    Level 2: +2 Damage

 

Scrap Armor: Bits of fairly straight metallic debris welded to the tank… You’re pretty sure you can see body parts in there. +3 DR reduces initiative by 5-STR
    Level 1: +1 DR Weight 5
    Level 2: +1 DR
    Level 3: +1 DR

 

Close Quarters Combat: Thank god most companies when out of business with the collapse fluid epidemic, otherwise IOP could never get the rights to these. With a Colt Python holstered on his left side and a Big Frame Revolver on his right, Travis has more than enough ammo for any unoptimal encounters and his fists for if that still isn’t enough.. 1d4+Dex damage.
    Level 1: 1d4+Dex damage.

 

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Spoiler

 

Name: UB-65

Age: 20

Gender/Sex: Female

Race: Haunted Submarine

Appearance: Scrawny, with pale white skin. She was essentially the runt of the litter when it comes to her siblings. She typically wears a black ww1 imperial German naval uniform, with ruby red jewelry and markings. She tends to have breathing issues, cured by a simple inhaler that she received from a doctor in her travels as an experiment to her case. She has longish hair (dirty blonde and grey-like white) and is short (standing at only around 5'6).

 

Personality: She tends to stick to herself, for the most part, only really speaking to others when spoken to or there is something that she deems to be urgent at hand. She prefers to write in a notebook almost daily and keeps several notes on those around her. She tends to keep secrets, yet is brutally honest with those that approach her.

 

Level: 5

 

HP: 55

Init: 9

 

Stats:

Constitution: 5

Dexterity: 9

Intelligence: 9

Strength: 2

Synergy: 5

 

Perks: 
Sneak Attack - When attacking an opponent that has not attacked you this round, the attack does your level in extra damage.

Run Silent, Run Deep - Grants action Crush Depth

Spectral Recon - Activates free action, reveals hostiles within 50m (based on stealth check), choose one enemy that is detected and know the names of each of their actions; 3 round cooldown

Hidden Repair - Regen 20% of max HP in healing if not attack for one round

 

Flaw: Poor Ventilation - 30% less damage dealt in rounds exposed to gas attacks, if attacking for two turns in a row lose 4 initiative

 

Actions: 
Crush Depth (Perk Granted) - Becomes stealthed, enemies cannot perceive you until you attack (untargetable), 1 round cooldown


Torpedo Attack 7 - Causes 7d8 + Dexterity damage, INT/2 damage for flooding per turn over 3 turns (bleed damage for non-flooding targets), 2 round cooldown, Can set a fuse to launch the following turn after activation as a free action.
Level 1: Causes 3d8 + Dexterity damage, INT/2 damage for flooding per turn over 3 turns (bleed damage for non-flooding targets), 3 round cooldown.
Level 2: 4d8+Dex
Level 3: 5d8+dex
Level 4: 2 Round Cooldown
Level 5: Can set a fuse to launch the following turn after activation as a free action.
Level 6: 6d8+Dex
Level 7: 7d8+Dex

 

Spectral Attack 7 - One target is selected for a haunted targeting, give attacking friendly eight extra damage die; only one enemy may be haunted at a time; lasts lasts until target is next attacked
Level 1: One target is selected for a haunted targeting, give attacking friendly 4 extra damage die; only one enemy may be haunted at a time; lasts for 1 round
Level 2: 5 extra damage die
Level 3: 6 extra damage die
Level 4: 7 extra damage die
Level 5: 8 extra damage die
Level 6: No cooldown
Level 7: Lasts until target is attacked next

 

Flare Launch 4 - One random enemy must use next attack on you on the round of activation, damage reduction by 5 universal for one round when activated
Level 1: One random enemy must use next attack on you on the round of activation, damage reduction by 2 universal for one round when activated
Level 2: damage reduction by 3 universal
Level 3: damage reduction by 4 universal
Level 4: damage reduction by 5 universal

 

 

Equipment: 
Deck Gun 4 - 4d4+Dexterity on one target
Level 1: 1d4+Dexterity on one target
Level 2: 2d4+Dex
Level 3: 3d4+Dex
Level 4: 4d4+Dex

 

Heavy Officer's Coat 3 - Grants 4 damage resistance to slashing attacks
Level 1: Grants 2 damage resistance to slashing damage
Level 2: Grants 3 damage resistance
Level 3: Grants 4 damage resistance

 

 

History of UB-65:

 

General Theme:

 

Battle Theme:

 

 

 

 



Name: Hikari Murasame

Age: 21

Gender/Sex: Female

Race: Revenant

Appearance: Shorter than many, at only 158cm, she does not seem as if she would pose much of a threat to any enemy that would come across. She has pale-ish white skin and silver messy shoulder-length hair, which tends to fall in her eyes at the weirdest moments. She has a roman numeral 13 stitched into her hair on the front with red string.

Personality: Due to continuous battles and fighting since reviving for the first time, Hikari's personality and mental strength has been put to the test. The sheer amount of shocking and scaring things, along with slowly losing her memories each time she revives, that she has seen has caused her to develop some mental issues, primarily something of a split personality. These tend to be an issue when she is put under a large amount of stress, among other things.

 

Personality 1: Hikari is a quiet and friendly person who enjoys the company of others. Although she does not like to speak too much, she isnt afraid to start or hold a conversation. She tries to protect and comfort those that she sees as friends. She is typically calm and collected inside of battle and tries to think of rational ways out of situations.

-or-

Personality 2: Hikari becomes completely irrational, seeing anything around her as a possible threat. Her bloodthirst grows exponentially to near Frenzy levels causing her to actively seek sources to draw from (bloodbeads or even other people). She will stop at nothing to get them, going as far as even attacking someone and everyone in her way. She can begin to hallucinate during this state. This is caused by exposure to stress and/or reaching near starvation, and although many things can bring her out of this state the only truly effective way is blood or bloodbeads.

 

Level: 5

 

HP: 65

Init: 10

 

Stats:

Constitution: 7

Dexterity: 10

Intelligence: 3

Strength: 7

Synergy: 3

 

Perks:

Enhanced Reaction Time - Grants an additional action once every 3 turns

 

Blood Dispersion - If hp reaches 0 Hikari can revive herself. This can happen once per battle. However, this immediately triggers bloodthirst and only restores 25% of her HP. It also places her at the bottom of the initiative list.

 

Prometheus Blood Code - Increase damage dealt by 30%

 

Bloodthirst - Gives 50% damage boost when activated. Must be activated by either taking damage 3 times or upon the activation of the Blood Dispersion Perk.

 

Flaw:

Bloodthirst - Activates upon the activation of the Bloodthirst Perk. Can only make attacking moves while this is active. Cannot be deactivated until a friendly or enemy dies in the battle or the Drain Action hits a target.

 

Actions:

 

Dispersal Slash - Allows Hikari to teleport behind an enemy and attacks. Adds 4 additional damage dice. Can be used once every 2 turns.

Level 1: Allows Hikari to teleport behind an enemy and attacks. Adds 1 additional damage dice. Can be used once every 3 turns.

Level 2: Adds 2 additional damage dice

Level 3: Can be used once every 2 turns

Level 4: Adds 3 additional damage dice

Level 5: Adds 4 additional damage dice

 

Blood Barrier - Creates a barrier that blocks 2 attacks. Can be used once every 2 turns.

Level 1: Creates a barrier that blocks 1 attacks. Can be used once every 4 turns.

Level 2: Can be used once every 3 turns

Level 3: Can be used once every 2 turns

Level 4: Barrier blocks 2 attacks

 

Blade Dance - Hikari is allowed to make an attacking move before the start of the battle as an extra action.

Level 1: Hikari is allowed to make an attacking move before the start of the battle as an extra action

 

Drain - A metal tail with a spear tip emerges from Hikari's body striking her target and draining their blood. Deals Dexterity in damage, heals 1/2DEX. Can be used once every 2 turns. Removes the effects of Bloodthirst.

Level 1: A metal tail with a spear tip emerges from Hikari's body striking her target and draining their blood. Deals Dexterity in damage, heals 1/2DEX. Can be used once every 4 turns.

Level 2: Removes effects of Bloodthirst

Level 3: Can be used once every 3 turns

Level 4: Can be used once every 2 turns

 

Health Transfusion - Removes a stated amount of HP from Hikari and heals a friendly target of her choice for that amount of HP. Can be used once every 4 turns.

Level 1: Removes 20 HP from Hikari and heals a friendly target closest to her in initiative for that amount of HP. Can be used once every 4 turns.

Level 2: Removes a stated amount of HP

Level 3: Can target a friendly directly above or below her in initiative

Level 4: Can target a friendly of her choice

 

Equipment:

Hanemukuro Sword - Weight 7. Deals 5d6+DEX damage. Inflicts slashing and piercing damage.

Level 1: Weight 7. Deals 3d6+DEX damage. Inflicts slashing and piercing damage.

Level 2: Deals 4d6+DEX damage

Level 3: Deals 5d6+DEX damage

 

Silver Garb Bloodveil - Weight 7. Resists 10% of Slashing and Piercing damage.

Level 1: Weight 7. Resists 2 attacks of Slashing and Piercing damage.

Level 2: Resists 5% of all Slashing and Piercing damage

Level 3: Resists 10%

 

Purifier Mask - Weight 7. Automatically resists one gas based debuff per battle.

Level 1: Weight 7. Automatically resists half of the damage from one gas-based debuff per battle.

Level 2: Resists one debuff per battle

 

Theme 1:

 

Theme 2 (Bloodthirst):

 

Battle Theme:

Edited by EryaHistoria
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  • 2 months later...

The tastiest demon slayer

 

 


Name: Sanada Tsubasa
Age: 16
Gender/Sex: Female
Race: Human
Appearance: Tsubasa has medium length, dark brown hair with a few natural highlights running through it. She's rather taller than average, meeting the heights of most of her male companions. She has somewhat prominent bangs that often resemble the beak of an eagle as they fall over her face. Her build is athletic, as one might expect, but not particularly bulky. Tsubasa's eyes are a light golden brown. She bears numerous scars, most of which are light, though they are heavier around her arms and legs. One notable one sits on the right side of her belly, being discolored and sunken slightly. Over her standard Demon Slayer Corps uniform of dark pants and shirt, she wears a mottled brown and white haori. She also has a n especially keen sense of sight, and a blood type described alternately as "very rare" or "extremely tasty."
 
Personality: Seems to be the gruff, stoic, and intimidating type. Chances are they've actually just forgotten what they were going to say, though; they're actually quite sociable, but can be quite absentminded. Impulsive by nature, and while not unintelligent, prefers to act on gut instincts rather than carefully ponder their actions. Prone to getting caught up in their emotions.
 
Perks:
Total Concentration Breathing: The bread and butter of a Demon Slayer. This technique allows one to harness the strength of one's breath and fight on par with demons. Allows Tsubasa to use their Constitution as an attacking stat in place of Dexterity, Strength, or Synergy.
 
Yin & Yang (Level 2): Tsubasa's fighting style emphasizes moving with the flow of battle, attack moving into defense and defense into attack when the time is right. They have a Yin and Yang meter, that start at zero and progressively fill. Every attack increases Yin by one, and every supportive action increases Yang by one. Yang also increases on turns an attack was received. These can be used to perform more powerful techniques. Whenever they are spent, the opposite gauge increases by the same amount. Each gauge is capped at 8 points. Resets to 0 after each battle.
 
Action & Reaction: When Tsubasa is attacked, they gain a stack of "Reaction." If two or more stacks of Reaction are present, Tsubasa expends all stacks to take an extra action on their next turn.
 
Flaw: Breathless: Tsubasa has not mastered the art of using Total Concentration Breathing full-time, and thus suffers the ill effects of stopping the technique. They have an additional "Breath" gauge that starts equal to their CON. Whenever Tsubasa uses an ability with a cooldown or gauge requirement, they lose half of that requirement (rounded down, but minimum 1) from this gauge. They lose the ability to act when this gauge is empty. Debuff cleanses restore Breath equal to the number of debuffs they would normally remove. Resets to 0 after each battle.
 
Level: 6
HP: 114
Initiative: 13
 
Base Stats:
 

  • Strength: 3
  • Dexterity: 13
  • Intelligence: 2
  • Constitution: 14
  • Synergy: 2

 
Actions
: 20/20
 
First Form: Bolt from Blue Skies: A sword technique that emulates a sudden flash of lightning from a previously calm sky. Deals double damage, plus additional [DEX] damage, to a single target. Not usable if user has already attacked this encounter.
-Level 1: Double weapon damage. Only usable if user has not attacked yet.
-Level 2: Adds user DEX to the damage. If the attack is a DEX attack, add CON instead.
 
Second Form: Eye of the Storm: A breath technique that finds calm in chaos. Increases damage resistance by 1+the user's Yin gauge for the remainder of the battle. Can be used again to double the resistance for a turn. Calculated off of user's Yin when they take damage, not when they use the move.
-Level 1: When activated, increases the user's damage resistance by their Yin gauge for 3 turns. If the gauge increases, so does the resistance.
-Level 2: Now permanent after use, but does not stack with itself.
-Level 3: Can be activated again to double the resistance for one turn.

-Level 4: Also adds +1 resistance at all times. 
 
Third Form: Sky-Splitting Flash: A technique that launches the user in a direction at high speed, allowing gaps to be closed quickly. Tsubasa uses this to interpose herself between allies and foes. Intercepts 3+[Yin spent] attacks on targeted allies, carries over between turns.
-Level 1: Intercepts the next attack on target ally. Can spend Yin to increase the number of attacks intercepted this turn.
-Level 2: Intercepts carry over between turns.
-Level 3: Intercepts can now target multiple allies.
-Level 4: Intercepts an additional attack.

-Level 5: Intercepts an additional attack.
 
Fourth Form: Lightning Cracking the Ground: A slow, heavy attack whose true purpose is not inflicting damage, but forcing an opponent to interrupt what they're doing. Also good for clearing obstacles, in a pinch.
-Level 1: Stuns a target. 3 round cooldown, can spend Yin to reduce this on a one-to-one basis.
-Level 2: Also reduces target's damage by Yin gauge when this action was used for the turn after the stun wears off.
 
Fifth Form: Chain Lightning: Channels a destructive flow of energy, jumping from victim to victim along the path of least resistance. Costs 5 Yang. Attacks 3 times, targeting the nearest enemy in initiative to the original target for followups. Can hit the same enemy twice.
-Level 1: Attacks an enemy for [weapon] damage, then attacks the enemy nearest them for the same until 3 attacks have been performed.
-Level 2: Can retarget the same enemy once, if there are no other valid targets.
 
Sixth Form: Sweeping Current Surge: A strenuous, rapid stream of slashes that baffle, buffet, and cripple, striking multiple enemies at once. Costs 5 Yin. Deals [CON] damage to an enemy and each one above and below it in initiative, then reduces their damage by the same amount for 2 turns. Attacking a single target replaces the formula with a basic attack.
-Level 1: Select a target. To it and each enemy above and below it in initiative, deal [CON] damage. The victims have their damage reduced by the damage they take from this for 2 turns.
-Level 2: Sixth Form Kai: Overwhelming Current Surge: This variant form deals additional damage (a basic attack) if used on a single target.
 
Seventh Form: Perfect Flow: A difficult technique requiring perfect balance and clarity. The user evades incoming attacks with an absolute minimum of motion, then strikes home while the target is exposed. Requires both Yin and Yang gauges to be full. One round cooldown. Dodges an attack from an enemy, then deals the maximum possible damage of the incoming attack plus a normal attack.
-Level 1: Choose an enemy. Dodge the first attack from that enemy, then deal damage to that enemy equal to the maximum damage of that attack plus the maximum damage of a zero-requirement attack.
 
Eighth Form: Calm After the Storm: A flourish that also serves to ward off any parting shots from enemies that ends with the user returning to the state in which they began the battle. Removes two debuffs, and the user is considered to not have attacked this round.
-Level 1: Cleanses a single debuff and causes the next attack to be considered the first attack made.
-Level 2: Cleanses two debuffs.
Equipment and Crafting:
 
Equipment & Tricks:
 
Demon Slayer's Uniform: The standard issue for those who passed Final Selection. The garment is breathable, resistant to extreme temperatures, and not liable to be torn or damaged by the attacks of weaker demons.
-Level 1: Grants 2 damage resistance to slashing and similar attacks.
 
Nichirin Sword: One of the few instruments capable of slaying a demon for good. Infused with sunlight, these weapons are infallible if wielded properly - but beware the incautious strike. They change colors based on the wielder. Tsubasa's blade takes on a vibrant blue scheme with a tendency to catch and reflect the light. Weight 3. Deals 4d6+DEX damage
-Level 1: Deals 1d6+DEX damage.
-Level 2: If an enemy takes extra damage from light or sun based attacks, they take extra damage from this weapon.
-Level 3: Enemies killed with this weapon cannot be revived. This effect may partially fail (based on GM discretion) on stronger enemies.
-Level 4: 2d6 damage.
-Level 5: 3d6 damage.
-Level 6: 4d6 damage.

 

 

 

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Omnom tasty souls tert

Spoiler

Name: Daniel and Joan
Age: 19/17
Gender/Sex: Male/Female?
Race: Human/Demon Weapon
Appearance: Daniel stands at six feet and some inches tall, with a body shape that can be best described as practically muscled. For an outfit he wears black jeans, fastened by a black leather belt. His shirt is black with an anarchy symbol on the front in red. Over this he wears a jean jacket adorned with various patches from what are presumably rock bands. His hair is short and black. When going on missions he wears a black mask, designed to resemble the face of an angry demon in black with specks of red randomly distributed about to resemble blood of course. In direct contrast, his partner is his opposite in almost every way. She’s quite short, being five feet tall, with long blonde hair. They’re lithe, with a flat chest and arms on the thinner side, though one could say she makes up for this by with her lower half, their thighs and bottom being delightfully thick and her hips being fairly wide and feminine. Her outfit consists of white tights that go up under her frilly black skirt. Her top is a pink t-shirt that has pastel flowers starting at the bottom and thinning out as the shirt goes up. She has a jean jacket to match Daniel’s. Hidden in a pocket is a sheath containing a Bayonet, which Joan can attach in her weapon form.
Personality: Daniel is fairly calm and collected, but confident in his abilities as a meister. He has no interest in fighting anyone that isn’t at 100% if he can help it. Joan however, is cocky, hot blooded, and constantly itching to fight at any chance, especially if the prospect of a kishin egg is included. She’s normally the one who drags Daniel into finishing their fights.

Level: 5

HP: 50
Init: 4

Stats: 30
Constitution: 4
Dexterity:4
Intelligence: 4
Strength: 12
Synergy: 6

Perks:
Demon Weapon: Joan: Grants Access to the Perk Backed Weapon “Joan”.

Soul Eater: Joan gains more power from eating the souls of evil doers, gaining a level every time they gain fifteen points, decided by the table below.
Fodder/pawn =0, Below player par=1d3-1, Entity roughly par with players=1d4, Entity above player par/mini boss=1d4+2, Very powerful entity/sub-plot boss=1d6+4.

Soul Resonance: Grants access to the Perk Backed Move: “Soul Resonance: Fury and Vengeance: Higher than Heaven!”

Soul Perception: Daniel can sense souls around him, rolling twice and taking the higher result on checks to find stealthed enemies and/or allowing for him to sense enemies that otherwise would be completely hidden.

Flaw: You’re not worth my time: In hindsight, this is probably why Daniel hasn’t made Joan into a Death’s scythe yet: He gets cocky when his opponents are weak. He deals half damage to enemies under half health.

Actions: 7 slots  AP: 0
Perk Backed: Soul Resonance: Fury and Vengeance: Higher than Heaven!: The signature Soul Resonance attack of Joan and Daniel, wherein Joan’s barrel glows, Daniel cocks the gun, and then fires a massive blast annihilating everything in front of the duo. Once Per Encounter. Hits all enemies, Deals 6d8+STR damage and reduces the target's damage by Syn for 2 turns, Starts on a 4 turn cooldown.
    Level 1: Hits all enemies, Deals 4d6+STR damage, Starts on a 4 turn cooldown.
    Level 2: Applies a -Syn damage Debuff for 2 turns.
    Level 3: Die size increased to d8
    Level 4: +1d8
Level 5: +1d8

Perk Backed: Joan: Daniel’s partner and weapon, able to transform into a shotgun of the trench gun variety. Daniel mainly uses it as a melee weapon owing to her bayonet attachment and Joan continuously complaining that he needs to get more aggressive with her as she “is not made of fucking glass”. 4d6+STR Damage, can attack a second time for 1⁄4 damage+Syn Bleed for one turn, Counts as a weapon.
Level 1: 1d6+STR Damage, can attack a second time for ¼ damage, Counts as a weapon.
Level 2: +1d6
    Level 3: Second attack adds Syn Bleed for 1 turn. 
Level 4: +1d6

Fury and Vengeance: Resist and Bite: Daniel takes up a defensive stance, blocking attacked with Joan and giving the first unlucky attack a nasty strike in response. User Blocks 60% of the damage dealt to his this turn, and additionally the first enemy to attack them must make a STR check or be stunned this turn. Daniel gets +Syn to the check besides normal bonuses. 3 turn cooldown.
    Level one: User Blocks 50% of the damage dealt to him this turn, and additionally the first enemy to attack them must make a STR check or be stunned this turn. 3 turn cooldown.
    Level 2: Increases block amount to 60%
    Level 3: +SYN Bonus to the check

Soul Hunt: Daniel focuses himself, analyzing an opponent’s soul to get a lock on them and their status. Reveals Target’s HP, and increases the user’s damage against the target by 20% while allowing the user to ignore stealth on the target for 2 turns. Allies attacking the target (Not the User) deal +½ Syn damage. 2 Turn cooldown.
    Level 1: Reveals Target’s HP, and increases the user’s damage against the target by 20% for 2 turns. 2 Turn cooldown.
    Level 2: Allies attacking the target (Not the User) deal +½ Syn damage.
    Level 3: While effect is active, user ignores stealth on target.

Fury and Vengeance: Rip and Tear: Daniel impales an enemy, gouging with Joan until he finally blasts them back. 1d4+Dex damage and applies Str Bleed for 3 turns. 2 turn Cooldown.
    Level 1: Dex damage and applies Str Bleed for 2 turns. 2 turn Cooldown.
    Level 2: +1d4 initial damage
    Level 3: +1 turn bleed

Fury and Vengeance: Impale: Daniel plants his feet and lets the enemies come to him, using their momentum to imale them. Applies the buff “Braced Bayonet”: When an enemy attacks Daniel in Melee, Daniel gains +2 DR for that attack and automatically attacks them for Joan’s damage with +2 dice. 2 Turn cooldown.
    Level 1: Applies the buff “Braced Bayonet”: When an enemy attacks Daniel in Melee, Daniel automatically attacks them for Joan’s damage with +1 die. 3 Turn cooldown.
    Level 2: -1 cooldown
    Level 3: User has +2 DR against the triggering attack.
    Level 4: +1 die

Equipment: 

Mr. Crowley: Daniel’s favorite mask, a black mask, designed to appear like the face of a demon, flecked with blood. When an attack brings Daniel under 25% HP, he stuns the attacker for 2 turns,. Once per Encounter. -Syn to non-damaging mental status (I.e. Charms, fears, taunts).
    Level 1: When an attack brings Daniel under 25% HP, he stuns the attacker. Once Per Encounter.
    Level 2: Mental status effects are reduced by one half the user’s Syn.
    Level 3: Increases stun by 1 turn.

Stimpack: DWMA students are afforded some special privileges when it comes to equipment, such as these shady drugs. When used, heals 1d4+Con HP and after 1 turn, heals the user again for 1d4 HP also reduces the user’s current longest cooldown by one. Once per encounter.
    Level one: heals 1d4+Con HP and reduces the user’s current longest cooldown by one. Once per encounter.
    Level 2: After 1 turn, heals the user again for 1d4 HP. 

Smoke Bomb: A simple smoke bomb to disguise movement. Gives the user Stealth, making them untargetable by enemy actions until broken by an effect or dealing damage for 2 turns. 4 Turn cooldown.
    Level 1: Gives the user Stealth, making them untargetable by enemy actions until broken by an effect or dealing damage for 1 turn. 4 Turn cooldown.
    Level 2: +1 turn.
 

 

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  • 3 months later...

Another sword user, this time based upon the greatest swordsmaster of all.

Spoiler

Name: Osada Tsuneo
Age: 8 years
Gender: Male
Race: Homunculi

 

Appearance: Standing at 5’7” with pale skin, red eyes, surprisingly athletic physique, and platinum blonde hair tied in a long ponytail, Osada is clearly an oddity when it comes to being human. This extends to his outfit as well, being an elaborately designed red kimono with floral prints of various color and black edges, padded black gloves, a belt built into his kimono’s sash to hold his sheathes, and a pair of geta.

 

Personality: Carefree, lively, optimistic, and dignified, Osada is a man who simply wishes to live life to its fullest. Taking most events in stride, he prefers to let his emotions speak, rather than what is “good or bad”, although he does possess a strong sense of justice. In part to this, Osada is very flippant when it comes to death and killing, seeing both as parts of life, rather than something to be obsessed over.

 

Stats: 
Constitution: 7
Dexterity: 12
Intelligence: 0
Strength: 12
Synergy: 3


HP: 72/72
Initiative: +10

 

Perks: 
Niten Ichi-ryū: Musashi’s sword style, utilizing two blades at once. While reducing the power of each blow, this form allowed Musashi to strike rapidly and without pause. Every attack Osada makes hits twice at 60% damage.

 

Empyrean Eye (Level 2): A Heavenly Eye skill that allows the user to “Accomplish an objective”. Once an end result is decided, the user will put all of their being into accomplishing that one goal, turning infinite futures into a single result. For Miyamoto Musashi, this skill manifested primarily to be able to ensure a cut without anything pointless. Osada ignores all forms of invincibilities (including dodges), and can choose to activate this perk to deal 5% of their maximum HP as damage to himself for each negative effect on him (debuffs or CC), and ignore those effects for one turn.

 

Void: A state of nothingness that all swordsmen seek to attain; an element with no equal. The essence of what made Musashi a legend amongst the world. Osada gains Charge for every attack that lands, gaining 15 Charge from every attack of theirs, and 5 Charge from attacks that they take, up to a maximum of 100 Charge. Also grants the “Kurikara Tenshou” action.

 

Low Energy: Demi-Servant or not, Osada is nothing more than a specialized Homunculi. As such, his actual physical state is… Less than ideal. Stuns against Osada last for two turns, instead of one.

 

Actions: 18/18

 

Fifth Form: A short combo that allows Osada to strike four times, overwhelming their foes with heavy pressure. Make two Equipment attacks. 3 turn cooldown.  
Base: User attacks twice, 5 turn cooldown.
Level 2: 4 turn cooldown.
Level 3: 3 turn cooldown
Level 4: 2 turn cooldown

 

Confounding Blow: A flurry of sword movements meant to parry and open up an opponent… And end with a disorienting, reinforced headbutt. Stuns a target. 2 turn cooldown.
Base: Stuns a target. 3 turn cooldown
Level 2: Cooldown reduced by 1 turn.

 

Splitting Earth: A double, two handed strike with one sword, using brute force where speed and grace would not cut. Deals [Weapon Damage] to an enemy, bypassing resistances. One turn cooldown. Base: Deals [Weapon Damage] to an enemy, bypassing resistances. 2 turn cooldown.
Level 2: Cooldown reduced by 1 turn.

 

Roaring Winds: The art of using one’s speed to compliment their strength, encouraging quick strikes to cut away an opponent’s defenses.
For three turns, add [Dex] to all weapon hits that do not use Dex already. 3 turn cooldown.
Base: For three turns, add [Dex] to all weapon hits that do not use Dex already. 5 turn cooldown
Level 2: Cooldown reduced by 1 turn.
Level 3: Cooldown reduced by 1 turn.

 

Nothingness (C): The highest mental state a swordmaster can achieve. In life, Miyamoto Musashi mastered the art of becoming “Empty”, thus becoming invincible. However, Osada himself can only achieve the mental state thanks to the skill, and only in short bursts. Nullifies all damage & debuffs towards Osada for one round. When used, this action will prioritize itself to the top of the initiative. 5 round cooldown.
Base: Nullifies all damage dealt towards Osada for one round. When used, this action will prioritize itself to the top of the initiative. 5 round cooldown.
Level 2: Nullifies debuffs. 

 

Battle Continuation (EX): A great swordsman they may be, Miyamoto Musashi’s true skill lied in their pragmatism and trickery, willing to do anything it took to survive and win. This included, when backed to a corner and left without any option, the willingness to play dead. After being inflicted with a stun, Osada can automatically activate this action to become untargetable for the stun’s duration, additionally healing [Level*5] HP during the first turn. Can only be used once per combat. Additionally, Battle Continuation (EX) will swap itself out for Oar of Ganryujima after being used.
Base: After being inflicted with a stun, Osada can automatically activate this action to become untargetable for the stun’s duration, additionally healing [Level*5] HP during the first turn. Can only be used once per combat.
Level 2: Stockpiled Level
Level 3: After being used, Battle Continuation (EX) is automatically swapped out for the Oar of Ganryujima.

 

(Perk Backed) Kurikara Tenshou: A stance that enables Musashi to channel the powers of Earth, Water, Fire, and Wind to create Void, culminating in a single cut that destroys an opponent’s karma.
Costs 100 Charge, and deals 3[Weapon Dice]+Str, then removes all removable buffs on a single target. Is not affected by Fifth Form’s damage reduction or double hit.

 

Equipment: 8/8

 

Kanshou & Byakuya: A pair of japanese styled swords custom made for Osada, bearing resemblance to classical katanas, magically forged and heavily reinforced to ensure they do not break. Although not the best, these swords can stand their ground against other low-level Noble Phantasms. Deals 6d4+Str damage. Weight 12.
Base: Deals 5d4+Str damage. Weight 14
Level 2: Weight reduced by 1
Level 3: Weight reduced by 1. 
Level 3: Adds one damage die.

 

Oar of Ganryujima: A True Noble Phantasm rumored to be the same weapon Miyamoto Musashi used to slay Kojiro Sasaki, a simple tool turned weapon thanks to the swordmaster’s ingenuity. Deals 8d8+Str damage, but can only be used once if Battle Continuation (EX) has been used. 12 Weight.
Base: Deals 8d8+Str damage, but can only be used after Battle Continuation (EX). 15 Weight.
Level 2: Weight reduced by 1
Level 3: Weight reduced by 1
Level 4: Weight reduced by 1
 

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"So, I don't really know how I got here... but I gotta say, if all of this is true, I can't just stand by and let these Trespasser beasts or whatever they are destroy all of reality. I do have one question before I begin, though: How much is the pay? Promised my folks I'd keep sending money back to 'em. If y'all can drag me here you oughta be able to get an envelope or two back home, right?"

 

Spoiler

Name: Maxwell “Spray” Schiff

Age: 19

Gender/Sex: Male

Appearance: A young man with fair skin. His short brown hair is usually hidden beneath a camo hat that he almost never takes off. He seems to have a preference for darker clothing, his work outfit being a black jacket with a dark gray undershirt combined with black cargo pants and black military boots. Physically he appears remarkably average.

Race: White

Nationality: American

Bio:

A relative newcomer to the mercenary business, Maxwell “Spray” Schiff is already gaining a reputation for eagerly taking on any task assigned, no matter how mundane or unglamorous it may be. During the times he has participated in combat, he has saved the lives of several of his colleagues through careful use of suppressing fire and first aid.

 

Additional Notes:

Spray’s skills include field medic training, leadership abilities, and skill in stealth.

His marksmanship has also been described as “exceptional” by his colleagues.

 

Alternate Bio (A.I.M. Alumnus Entry):

While Spray’s dedication to the organization was admirable, he failed multiple marksmanship tests, and his cheerful attitude (not to mention certain mannerisms of his) clashed with senior members of the organization in a way that earned the rookie mercenary many enemies. While we have heard that he intends to join Biff’s mercenary venture, he has disappeared from the public eye after leaving A.I.M..

 

Level: 5

Stats:

        Constitution: 7

            Dexterity: 5

            Intelligence: 10

            Strength: 8

            Synergy: 0

Perks:

 

Hit The Deck! -

This character receives half damage from all attacks that hit more than one target.

 

Low Profile -

This character can perform the action Sneaky Beaky Like, preventing him from being targeted until he performs an attack.

 

Swift Learner -

This character gains one AP every even-numbered level.

 

Paramedic -

This character’s healing is 40% more effective on characters who are below 40% health.

 

(Flaw) Friendly Suppressing Fire -

Allies deal 30% less damage to units this character attacked in the same round.

 

Actions: 18+2 from Perk 20/20

 

Sneaky Beaky Like (Perk-Backed) -

Spray slips away from the enemy. Once Spray performs Sneaky Beaky Like, he cannot be targeted until he performs an attack of some kind. Can be performed twice per battle. 

    Level 1 (Base) -

Spray hides from his enemies, preventing him from being targeted until he performs an attack of some kind. Can be performed once per battle.

    Level 2 -

Sneaky Beaky Like can now be performed twice per battle.

 

Suppressing Fire -

Spray performs his namesake ability by firing his weapon at an enemy wildly, dealing no damage but preventing them from attacking for one turn and also healing an ally for INT HP. Cooldown of one turn. Spray needs an automatic weapon equipped in order to perform this action.

Note: This counts as an attack for the purposes of Friendly Suppressing Fire and Sneaky Beaky Like.

Level 1 (Base) -

Spray sprays an enemy with his weapon, dealing no damage but preventing them from attacking for one turn. Spray must have an automatic weapon equipped in order to perform this action.

    Level 2 -

    Spray doesn’t just shoot, he also shouts - often enough to make his colleagues feel a little better. Suppressing Fire now heals one ally for INT/2 HP. Suppressing Fire also now gains a cooldown of one turn.

    Level 3 -

    Spray’s shouting is more inspiring, improving its healing(?) capabilities. Suppressing Fire now heals one ally for INT HP.

 

Quick Bandage -

Spray quickly patches up an ally’s wounds, healing them for 3d4+INT points of health and removing all physical status effects from them.

Level 1 (Base) -

Spray quickly applies bandages and first aid to an ally, healing them for 1d4+INT points of health.

Level 2 -

Quick Bandage now removes one physical status effect from his target.

Level 3 -

Quick Bandage now removes all physical status effects from his target.

Level 4 -

Quick Bandage now heals 2d4+INT points of health.

Level 5 -

Quick Bandage now heals 3d4+INT points of health.

 

Field Surgery -

Spray performs some more in-depth wound treatment on an ally. This ability takes two turns. On the first turn, Spray heals the ally for 3d4+INT points of health. On the second turn, Spray heals for 150% of the amount of health he healed on the first turn. Once these two turns have passed, Field Surgery goes on a cooldown of two turns.

    Level 1 -

    Spray heals an ally over the course of two turns, healing them for 1d4+INT points of health on the first turn and healing 150% of that on the second turn. Cooldown of two turns that begins once the second turn has ended.

    Level 2 -

    Field Surgery now heals for 2d4+INT points of health on the first turn.

    Level 3 -

    Field Surgery now heals for 3d4+INT points of health on the first turn.

 

Pep Talk -

Spray moves over to an ally and encourages, insults, threatens, or cajoles them into re-entering the fight with a clearer head. Removes all mental debuffs from an ally and renders them immune to the next mental debuff they recieve.

    Level 1 (Base) -

    Spray gets an ally back in gear, removing a mental debuff from them.

    Level 2 -

Pep Talk now removes all mental debuffs from an ally.

Level 3 -

After receiving Pep Talk, the ally becomes immune to their next mental debuff.

 

Blinding Smoke -

Spray throws a smoke grenade that hits up to three foes, reducing their damage output by INT for three turns.

Note: This counts as an attack for the purposes of Friendly Suppressing Fire and Sneaky Beaky Like.

    Level 1 (Base) -

    Spray hits a foe with a smoke grenade, reducing their damage output by INT for three turns. Three turn cooldown.

    Level 2 -

    Blinding Smoke now hits two enemies and reduces their damage output. Cooldown extended to four turns.

    Level 3 -

    Cooldown shortened to three turns.

    Level 4 -

    Blinding Smoke now hits three enemies and reduces their damage output. Cooldown extended to four turns.

    Level 5 -

    Cooldown shortened to three turns.

 

Equipment: 7/7 points

 

Type 85 SMG -

Cheap, simple, and rugged. This motto for Chinese military designs is truly reflected in this mass-produced weapon. Deals 3d8+DEX damage.

    Weighs 6 (DEX penalty of 6-STR).

    Level 1 (Base) -

Weighs 6. Deals 1d8+DEX damage.

Level 2 -

Now deals 2d8+DEX damage.

Level 3 -

Now deals 3d8+DEX damage.

 

Chemical Break Lights -

One time use chemical break lights made to act as a convenient and portable light source. They are broken to mix the light-producing chemicals, and then thrown to illuminate the environment - including enemies. Reveals three enemies if they’re stealthed, and prevents them from dodging or evading attacks for three turns. Four turn cooldown.

Note: This does not count as an attack for the purposes of Suppressing Friendly Fire, though it will count as an attack for the purposes of Sneaky Beaky Like.

    Level 1 (Base) -

    Spray throws a light at an enemy, revealing them if stealthed and preventing them from dodging or evading attacks for three turns. Three turn cooldown.

Level 2 -

Chemical Break Lights now reveal two enemies and prevent them from dodging or evading attacks. Cooldown extended to four turns.

Level 3 -

Cooldown shortened to three turns.

Level 4 -

Chemical Break Lights now reveal three enemies and prevent them from dodging or evading attacks. Cooldown extended to four turns.

 

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Name: UB-65

Age: 20

Gender/Sex: Female

Race: Haunted Submarine

 

Appearance: Scrawny, with pale white skin. She was essentially the runt of the litter when it comes to her siblings. She typically wears a black ww1 imperial German naval uniform, with ruby red jewelry and markings. She tends to have breathing issues, cured by a simple inhaler that she received from a doctor in her travels as an experiment to her case. She has longish hair (dirty blonde and grey-like white) and is short (standing at only around 5'6).

 

Personality: She tends to stick to herself, for the most part, only really speaking to others when spoken to or there is something that she deems to be urgent at hand. She prefers to write in a notebook almost daily and keeps several notes on those around her. She tends to keep secrets, yet is brutally honest with those that approach her.

 

Level: 6

HP: 84

Init: 9

 

Stats:

Constitution: 9

Dexterity: 9

Intelligence: 9

Strength: 2

Synergy: 5

 

Perks:

Sneak Attack - When attacking an opponent that has not attacked you this round, the attack does your level in extra damage.

Run Silent, Run Deep - Grants action Crush Depth

Spectral Recon - Activates free action, reveals hostiles within 50m (based on stealth check), choose one enemy that is detected and know the names of each of their actions; 3 round cooldown

Hidden Repair - Regen 20% of max HP in healing if not attack for one round

 

Flaw: Poor Ventilation - 30% less damage dealt in rounds exposed to gas attacks, if attacking for two turns in a row lose 4 initiative

 

Actions:

Crush Depth (Perk Granted) - Becomes stealthed, enemies cannot perceive you until you attack (untargetable), 1 round cooldown

 

Torpedo Attack 8 - Causes 8d8 + Dexterity damage, INT/2 damage for flooding per turn over 3 turns (bleed damage for non-flooding targets), 2 round cooldown, Can set a fuse to launch the following turn after activation as a free action.

Level 1: Causes 3d8 + Dexterity damage, INT/2 damage for flooding per turn over 3 turns (bleed damage for non-flooding targets), 3 round cooldown.

Level 2: 4d8+Dex

Level 3: 5d8+dex

Level 4: 2 Round Cooldown

Level 5: Can set a fuse to launch the following turn after activation as a free action.

Level 6: 6d8+Dex

Level 7: 7d8+Dex

Level 8: 8d8+Dex

 

 

Spectral Attack 8 - One target is selected for a haunted targeting, give attacking friendly 9 extra damage die; only one enemy may be haunted at a time; lasts lasts until target is next attacked

Level 1: One target is selected for a haunted targeting, give attacking friendly 4 extra damage die; only one enemy may be haunted at a time; lasts for 1 round

Level 2: 5 extra damage die

Level 3: 6 extra damage die

Level 4: 7 extra damage die

Level 5: 8 extra damage die

Level 6: No cooldown

Level 7: Lasts until target is attacked next

Level 8: 9 extra damage die

 

 

Flare Launch 4 - One random enemy must use next attack on you on the round of activation, damage reduction by 5 universal for one round when activated

Level 1: One random enemy must use next attack on you on the round of activation, damage reduction by 2 universal for one round when activated

Level 2: damage reduction by 3 universal

Level 3: damage reduction by 4 universal

Level 4: damage reduction by 5 universal

 

 

Equipment:

Deck Gun 4 - 4d4+Dexterity on one target

Level 1: 1d4+Dexterity on one target

Level 2: 2d4+Dex

Level 3: 3d4+Dex

Level 4: 4d4+Dex

 

Heavy Officer's Coat 3 - Grants 4 damage resistance to slashing attacks

Level 1: Grants 2 damage resistance to slashing damage

Level 2: Grants 3 damage resistance

Level 3: Grants 4 damage resistance

 

History of UB-65:

 

General Theme:

 

Battle Theme:

 



Name: Hikari Murasame

Age: 21

Gender/Sex: Female

Race: Revenant

Appearance: Shorter than many, at only 158cm, she does not seem as if she would pose much of a threat to any enemy that would come across. She has pale-ish white skin and silver messy shoulder-length hair, which tends to fall in her eyes at the weirdest moments. She has a roman numeral 13 stitched into her hair on the front with red string.

Personality: Due to continuous battles and fighting since reviving for the first time, Hikari's personality and mental strength has been put to the test. The sheer amount of shocking and scaring things, along with slowly losing her memories each time she revives, that she has seen has caused her to develop some mental issues, primarily something of a split personality. These tend to be an issue when she is put under a large amount of stress, among other things.

 

Personality 1: Hikari is a quiet and friendly person who enjoys the company of others. Although she does not like to speak too much, she isnt afraid to start or hold a conversation. She tries to protect and comfort those that she sees as friends. She is typically calm and collected inside of battle and tries to think of rational ways out of situations.

-or-

Personality 2: Hikari becomes completely irrational, seeing anything around her as a possible threat. Her bloodthirst grows exponentially to near Frenzy levels causing her to actively seek sources to draw from (bloodbeads or even other people). She will stop at nothing to get them, going as far as even attacking someone and everyone in her way. She can begin to hallucinate during this state. This is caused by exposure to stress and/or reaching near starvation, and although many things can bring her out of this state the only truly effective way is blood or bloodbeads.

 

Level: 6

 

HP: 84

Init: 10

 

Stats:

Constitution: 9

Dexterity: 10

Intelligence: 3

Strength: 9

Synergy: 3

 

Perks:

Enhanced Reaction Time - Grants an additional action once every 3 turns

 

Blood Dispersion - If hp reaches 0 Hikari can revive herself. This can happen once per battle. However, this immediately triggers bloodthirst and only restores 25% of her HP. It also places her at the bottom of the initiative list.

 

Prometheus Blood Code - Increase damage dealt by 30%

 

Bloodthirst - Gives 50% damage boost when activated. Must be activated by either taking damage 3 times or upon the activation of the Blood Dispersion Perk.

 

Flaw:

Bloodthirst - Activates upon the activation of the Bloodthirst Perk. Can only make attacking moves while this is active. Cannot be deactivated until a friendly or enemy dies in the battle or the Drain Action hits a target.

 

Actions:

 

Dispersal Slash - Allows Hikari to teleport behind an enemy and attacks. Adds 5 additional damage dice to the weapon Hikari is attacking with. Can be used once every 2 turns.

Level 1: Allows Hikari to teleport behind an enemy and attacks. Adds 1 additional damage dice. Can be used once every 3 turns.

Level 2: Adds 2 additional damage dice

Level 3: Can be used once every 2 turns

Level 4: Adds 3 additional damage dice

Level 5: Adds 4 additional damage dice

Level 6: Adds 5 additional damage dice

 

Blood Barrier - Creates a barrier that blocks 2 attacks. Can be used once every other turn.

Level 1: Creates a barrier that blocks 1 attacks. Can be used once every 4 turns.

Level 2: Can be used once every 3 turns

Level 3: Can be used once every 2 turns

Level 4: Barrier blocks 2 attacks

Level 5: Can be used every other turn

 

Blade Dance - Hikari is allowed to make an attacking move before the start of the battle as an extra action.

Level 1: Hikari is allowed to make an attacking move before the start of the battle as an extra action

 

Drain - A metal tail with a spear tip emerges from Hikari's body striking her target and draining their blood. Deals Dexterity in damage, heals 1/2DEX. Can be used once every 2 turns. Removes the effects of Bloodthirst.

Level 1: A metal tail with a spear tip emerges from Hikari's body striking her target and draining their blood. Deals Dexterity in damage, heals 1/2DEX. Can be used once every 4 turns.

Level 2: Removes effects of Bloodthirst

Level 3: Can be used once every 3 turns

Level 4: Can be used once every 2 turns

 

Health Transfusion - Removes a stated amount of HP from Hikari and heals a friendly target of her choice for that amount of HP. Can be used once every 4 turns.

Level 1: Removes 20 HP from Hikari and heals a friendly target closest to her in initiative for that amount of HP. Can be used once every 4 turns.

Level 2: Removes a stated amount of HP

Level 3: Can target a friendly directly above or below her in initiative

Level 4: Can target a friendly of her choice

 

Equipment:

Hanemukuro Sword - Weight 7. Deals 5d6+DEX damage. Inflicts slashing and piercing damage.

Level 1: Weight 7. Deals 3d6+DEX damage. Inflicts slashing and piercing damage.

Level 2: Deals 4d6+DEX damage

Level 3: Deals 5d6+DEX damage

 

Silver Garb Bloodveil - Weight 7. Resists 10% of Slashing and Piercing damage.

Level 1: Weight 7. Resists 2 attacks of Slashing and Piercing damage.

Level 2: Resists 5% of all Slashing and Piercing damage

Level 3: Resists 10%

 

Purifier Mask - Weight 7. Automatically resists one gas based debuff per battle.

Level 1: Weight 7. Automatically resists half of the damage from one gas-based debuff per battle.

Level 2: Resists one debuff per battle

 

Theme 1:

 

Theme 2 (Bloodthirst):

 

Battle Theme:

 



Name: Albert Truchseß von Stuotgarten

Age: 53

Gender/Sex: Male

Race: Human

Appearance: Average height and weight (for the time), old, white skin, and silver hair. He has the typical wise old man look, with a scar stretching across his face diagonally from left to right. Wearing white painted plate armor with a black cross painted across it and carrying a shield of the same pattern, a solid white cape is draped across his shoulders. His sword's scabbard, placed on the left side of his body, has been worn through the years of service in the Teutonic Order.

 

 

Personality: Humble and caring to those around him. He tries his best to embody what it means to be a member of the Teutonic Order through and through. His relationship with his faith is strong, and he does his best to spread hope with it during the toughest of occasions. He never attacks anyone unless he or someone else is in danger or his faith has deemed it appropriate.

 

Level: 6

HP: 84

-Energy: 42

Init: -3

 

Stats: (34/34)

 

Constitution: 9

Dexterity: 0

Intelligence: 4

Strength: 9

Synergy: 12

 

Perks:

 

Zeichen des Deutschen Ritters: Albert gains a pool of holy energy equal to 50% of MHP that is used to pay health costs in lieu of actual health. This pool can be healed if he is at full health (but will not automatically overflow.)

 

Der Ruft des Ordens: Albert's healing actions are 30% more effective.

 

Heiliger Verteidiger: Albert's attacks have life steal that restores the energy pool. Life Steal is 25% of damage dealt.

 

Meister der Schlacht: Grants an additional action once every 3 turns

 

 

Flaw:

Gottesfurcht: Albert will accept no healing from anyone but himself or God.

 

 

Actions: (20/20 AP)

Inbrünstiges Gebet: Albert's fervent prayer brings the wonder of God's healing to a selected target healing 6d10+SYN. Costs 2[Level] HP.

-Level 1: Heal a target for 1d6+SYN, paying [Level] HP.

-Level 2: 2d6+SYN healing.

-Level 3: 3d8+SYN healing. Increased cost to 2[Level].

-Level 4: 4d8+SYN healing.

-Level 5: 5d10+SYN healing. Increased cost to 3[Level].

-Level 6: Reduced cost to 2[Level].

-Level 7: 6d10+SYN healing.

 

Hand von Wunder Gottes: Albert asks God for to perform a miracle in return for his lifelong oath that he has taken. Heals all allies (except for Albert) for 4d4+SYN. Costs 15% MHP and has a 2 turn cooldown.

-Level 1: Pay 20% MHP, and heal all allies (except the caster) for 1d4+[SYN]. 2 turn cooldown.

-Level 2: 2d4+SYN.

-Level 3: 3d4+SYN.

-Level 4: Reduces cost to 15% MHP.

-Level 5: 4d4+SYN.

 

Schild Gottes:  Albert braces himself behind his shield causing a holy barrier to be formed. Grants a temporary HP pool of 8[Level]. [Level] of the HP pool is used to absorb damage from incoming attacks. 2 other allies may take cover behind the barrier or leave the cover of the barrier as a free action. When depleted, he cannot brace for 2 turns. After 2 turns the HP pool is refilled.

-Level 1:  Grants a temporary HP pool of 4[level].  [Level] of this pool is used to absorb damage from incoming attacks.  When the pool is depleted, the shields go on cooldown for 2 rounds, after which the HP pool is refilled.

-Level 2: Increases the HP pool size to 6[level].

-Level 3: 2 allies may take cover behind the barrier or leave the cover of the barrier as a free action

-Level 4: Increases the HP pool size to 8[level].

 

Kreuzfahrer-Angriff: Albert bashes the enemy with his shield when they get close. Deals 2[Shield damage reduction] to a single target and stuns them for 1 turn.

-Level 1:Deals [Shield Damage Reduction] to a single target.

-Level 2: Deals 2[Shield Damage Reduction] to a single target.

-Level 3: Stuns the target for 1 turn.

-Level 4: No cooldown.

 

Equipment: (8/8)

 

Großmeister-Klinge: Weight 9. A Bastard Sword engraved with the motto of the Teutonic Order, "Helfen, Werhen, Heilen." Deals 3d10+STR slashing/piercing damage.

Level 1: 1d10+STR slashing/piercing damage

Level 2: 2d10+STR slashing/piercing damage

Level 3: 3d10+STR slashing/piercing damage

 

Großmeister-Schild: Weight 12. A kite-styled shield that is common among the Knights of the Teutonic Order. Grants a +3 damage reduction universal.

Level 1: Grants a +2 damage reduction universal.

Level 2: +3 damage reduction universal. Adds 3 weight.

Level 3: Decreases weight by 1

Level 4: Decreases weight by 1.

 

Teutonische Rüstung: Weight 9. Plate Armor that is common among the Knights of the Teutonic Order. Grants +4 damage reduction slashing/piercing damage. No damage reduction against blunt.

Level 1: Grants +4 damage reduction slashing/piercing damage. No damage reduction against blunt.

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