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[OOC] Trespassers of the Multiverse: V^3 Mini


Hal Henderics

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Are you a bad enough dude to save the Multiverse? No, you aren't. You are the rank and file, but here is your chance to go beyond that, to play with the big boys. Most of you have experience working with large groups of other cannon fodder, so this should work out rather nicely for you, shouldn't it?

 

The Multiverse has a problem, incredible monsters of untold power, made by a cruel and massively regretted mistake of multiversal genesis, monsters born in the space between space, ones that only felt painful and torturous hunger, and they aim to sate it on everything that is, taking the forms of heroes and villains.

 

In this desperate time, a group of the lowest of the low, the weakest who can still fight, have been assembled to fight these beasts, to fight the weakest among them, without risking them growing stronger from the flesh of heroes.


You have been chosen, lifted from your home universe, to fight these foes wherever they appear. Are you prepared to accept this mantle of duty, strong enough to fight to save every existence?

 

You are not the only ones who can do this.  Your chances are slim.  But you have a chance to do something incredible. In a multiverse being overtaken by Trespassers, a new breed of heroes must be grown from the common stock, This is that attempt.

 

Premise

Spoiler

Mooks from various universes have been brought together to fight off trespassers either too weak to waste perfectly good heroes fighting, or too volatile to risk those heroes being assimilated. It'll be a mixture of freeform RP and mechanically-based combat. There will be a number of chapters; some primary ones run by myself to advance a greater story arc, and smaller, player-made ones that can be virtually whatever you imagine, with breaks in between for the characters to rest and prepare for the coming battles - as well as getting to know each other. Maybe the heroes heard that a powerful artifact for fighting Trespassers is on a world, and they've got to prove they're worthy of it; maybe one of the PC's homeworlds is at risk of being devoured. It's entirely up to you guys (though I'll still be overseeing them, of course.)

 

 

Spoiler

Name: (Should be self-evident.)
Age: (Should also be self-evident.)
Gender: (What do you consider yourself? Not the same as your biological sex.)
Race: (No, not skin colour. Are you human? Vulcan? Generic Mary Sue half-breed hybrid?)
Sex: (What are you biologically? Not the same as your gender.)
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?)

Level: Currently, Characters start at level 1.
EXP: Currently starts at 100. EXP will be awarded as players progress through objectives and defeat enemies.

HP: Equal to (((Strength*Level)+Level)/2)+6
Init: Roll 1d6 equal to your Skill. Rolls that are 3 or higher add 1 to your init.

DR: Damage Resistance, Equal to your Strength, plus or minus passive and gear based effects. Incoming damage has this subtracted from this.


Stats: You get (5+Level) stat points to spend. Each stat is capped at a value equal to 1.5*Level + 2, and you gain 1 stat points per level by default.
Strength: Represents overall physical health and vitality. Governs Health, Defense, and Physical Attack. 
Synergy: Represents Special Power, such as magic, or sufficiently advanced technology which is not leveraged to the end of physical strength. Governs Status Effect Resistance, Applying Status Effects, Special Attack, Precedent Slots and Enhancing Existing Items.
Skill: Represents Intelligence, Dexterity, and Training, Governs Init, Dodge, Creating new items, and modifier-based actions.

Perks: Perks are powerful bonuses unique or mostly unique to a character, differentiating them from the rest and often defining part of their nature. They can take many forms, from scaling stat boosts to summon-able minions (or representing that one character is actually a pair) to bonus actions and more. Use your imagination; if you can put it into numbers, it can probably be a perk.

Each Players Starts with either One Perk and One Flaw, or Two Perks and Two Flaws.  A flaw is essentially a negative Perk, representing a weakness or failing of the character.  Players receive 1 additional perk each 5 levels.


Example Perks:

Swift: The character is naturally much faster than most. +1 Skill per level
Remembered Power: The character used to be much stronger than they are now. Their effective level is multiplied by 1.3. (i.e. if a character is level 10, they have the stats of a level 10 character, but are treated as level 13 for the purpose of effects scaling off of level.)
Stand Proud: This character can summon a strong spectral entity with unique powers to assist them in combat.
Regeneration: This character heals very quickly, regaining 10% HP (Minimum 1) at the end of each of their turns.
Evasion: This character dodges incoming attacks, having a Skill*2 chance.


Equipment: Each character starts with two items, Held and Worn. (By default, you have one slot for a held item, and one slot for a worn item) You get three special qualities to assign to your equipment however you wish. Gear cannot be unequipped without sufficient time, and cannot be unequipped/equipped in combat, unless certain passives, special qualities, or perks permit it. Equipment should be formatted as such:

Name: Self-explanatory.
Description: A short description of what the item is.
Type: Held/Worn
Damage: [Die+Stat], Standard Damage for a Starting Weapon is 1d2+Str. Worn Items will not have this stat unless they have a passive attack inherent to them, in which case it works on a case by case basis.
Modifier: The Penalties imposed by wearing this item, or the stats increased by it. A Starting Item will typically increase one non-primary stat by 2, and reduce another one by one. such as increasing damage dealt by 2 in return for decreasing DR by 1, Valid stats to be improved or reduced by an item normally include Init, Damage, Damage Reduction, Crafting, Enhancement, and Health.
Special Qualities: Any special effects a piece of equipment has. These can be basically whatever you imagine; a curse that applies on-hit, level-scaling bonuses, a resistance to a certain damage type, etc. Perhaps a piece of equipment is bound to the user, created by their power somehow; that goes here.

 

Players may remove one or both of their starting items in return for a stronger held or worn item, or 1 Unit of Local Currency, enough to buy the starting item they forgoed.


Actions: You will take one (possibly more, with buffs) action per turn in combat.

Actions can be active or passive, and are your primary means of resolving combat.

An action is typically an attack or a buff/debuff of some variety, with some kind of special quality attached.

You get 10 AP to start, and +2 per level; a new action costs 2 AP, while leveling an existing one costs 1. Leveling an action should increase its power or utility slightly without fundamentally changing it; basics cannot be leveled. Action level is capped at 2 levels higher than your own.

Example Actions:
Smite: Make a basic attack, and add SYN/2 to the damage. 2 turn cooldown.
-Level 2: Reduces cooldown to 1 turn.
-Level 3: Increases damage to SYN

Ignite: Sets a target on fire, dealing (SYN/2) damage per turn for 1d6 turns.
-Level 2: Increase duration to 2+1d2.

Soothe: Restore 1d2+SYN health to the target.
-Level 2: Cure one status effect the target feels, in addition.
-Level 3: Cure up to two statuses.

 

Precedents: Players have access to actions outside of combat as well, known as Precedents, they are called such because they are obtained in game, through merit and successful attempts. A player may mark down any non-combat or freeform-combat action they have succeeded at as a Non-combat or freeform-combat Precedent, and if they perform this precedent again, they may increment the number next to it by one, representing the loose level of skill they have attained doing this type of work.  Players have precedent slots equal to their Synergy. if players have max precedents, they must remove one precedent to take a new one.  Players start with a max of 3 precedents by default.


Inventory: Items not equipped or used in battle that the character possesses, such as currency.

 

Bare Character Sheet for Convenience Purposes

Spoiler

Name:
Age:
Gender:
Race:
Sex:
Appearance:
Personality:

Level:
EXP:

HP:
Init:

DR:


Stats:
Strength:

Synergy:

Skill:

Equipment:

Name:
Description:
Type:
Damage:
Modifiers:
Special Qualities:

Perks:

Actions:

 

Precedents:

Inventory:

 

Rule Notes

Spoiler

Basic System Rundown: Every round, every character in the fight posts one Action and who they're using it on, if applicable. (E.g. Haruka uses Shield Bash on Familiar #3.) Characters can talk, you can describe their actions in detail, etc. Damage is reduced by Damage Resistance and then subtracted from the victim's health. Once every action is submitted, the GM will process them all in the order of initiative, and then the process begins again next round.

Summons: All Summons will be handled on a case by case basis. Summons should not result in an overall stronger character by much.

Standard Statuses:

-Burn: Deals high damage over time, but is reduced by RES.

-Poison: Deals damage over time, ignoring RES.

Dropping to Zero Health: This game will use an injury system. You can take up to three injuries before you die. Injuries are inflicted only when a character drops to zero (or lower) health. Mechanically, an injury functions as a Flaw that is chosen by me (or the GM of the current plot, which I will then vet.) Healing these injuries may be offered as an alternate reward after completing a plotline.
Errata: This kind of system requires a lot of little (and sometimes not-so-little) specifications and adjustments. I'll record them here as they're made.

Nerfs, Buffs: A lot of the time, a character will turn out under- or overpowered. That's okay! We can adjust it on the fly. Be willing to accept that the GM makes mistakes and might have to reduce your character's power to fall in line with others of the same level.

Sheet Maintenance: Players are expected to maintain their own sheets and make changes as the GM recommends. Failure to do so will invite GM action if it becomes an issue.

Bound: The Bound quality is free.

  • Bound: This equipment is bound to this character's abilities in some way. It cannot be permanently lost, but cannot be upgraded outside of special circumstances.

Negative Special Qualities: If your starting weapon has a negative special quality, such as needing a turn to reload or recoil damage, it's not considered one of your three usable qualities to start.

 

Perk-backed Actions: They have a baseline power level higher than that of normal ones (since Perks are much more limited) and don't cost AP to get, though they do cost AP to level further.

 

Critical Hit Systems: The game has no innate critical hit system. Critical strike abilities are limited to scaling off of Skill.

 

Over-encumberance: There is no minimum stat a modifier can bring you to. you are fully capable of harming yourself equipping an item which penalizes health. Be cautious.

 

 

There is a Discord Here.  You are strongly advised to join it.

 

There is a Master Sheet Here. You are strongly advised to ensure your character is in it and updated to the best of your abilities.

 

-Current IC Threads-

 

Main Plot #1: The Canyon.

Edited by Hal Henderics
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I am submitting a character!  F.E.A.R. me!

 

Spoiler

Name:  Cobalt
Age:  14
Gender:  Male
Race:  Aron
Sex:  Male
Appearance:  He’s an Aron.  A cute, little quadruped with tiny, peg legs, huge, blue eyes, and six inch thick armor made of solid, granite-backed steel. 

Personality:  Like all Pokemon, Cobalt dreams of becoming part of a champion team, saving the world like a boss.  Unfortunately, he’s not exactly a competitively valuable or rare and prestigious species.  So saving the world might have to wait.  Cobalt is very competitive, and can be a bit overconfident, but his courage only extends as far as things he can actually fight.  Stuff that can’t be beaten in battle, particularly things he could sink into like water or quicksand, secretly terrifies him like nothing else.

Level:  1

HP:  9
Init:  1

DR:  3 +2 (+2 vs non-elemental)


Stats:
Strength:  3

Synergy:  2

Skill:  1

Equipment:

Name:  Shell Bell
Description:  This bell is made of shoal shells and shoal salts.  It has a soothing tone when rung, but only chimes in the presence of violence.
Type:  Held
Damage:  None!
Modifiers:  None!
Special Qualities:

Healing Chimes:  The Shell Bell heals its user HP equal to 1/8 of the damage they deal with attacks, rounded down.

Shoal’s Respite:  Whenever the Shell Bell restores HP, it always restores at least 1 HP.

 

Name:  Smooth Rock
Description:  This knobby stone makes sandstorms last longer.
Type:  Worn
Damage:  None!
Modifiers:  +2 damage reduction, -1 initiative.
Special Qualities:

Amplifield Terrain:  If the wearer uses an action to modify the field with a sandstorm, that sandstorm’s duration increases by 3 rounds.


Perks:

Elemental Weakness – Water:  Being rock-type Pokemon, Aron are weak against water-element attacks.  Cobalt takes double damage from such attacks.

Elemental Bane – Ground:  Being rock and steel-type Pokemon, Aron are horribly weak against ground-element attacks.  Cobalt takes quadruple damage from attacks based around earthquakes, sinkholes, and other such attacks from below.

Heavy Metal:  Being made of solid rock coated in steel makes Aron extremely tough to damage with conventional weapons.  Increase Cobalt’s damage reduction by his synergy against non-elemental damaging actions.

Sturdy:  An Aron’s armor has very few weak points, and cannot be breached by any single attack.  Effects that are explicit one-hit KOs do not affect Cobalt, and weather effects do not damage him.  As long as he is at full HP, attacks that would reduce him to 0 HP with damage are endured instead, leaving him with 1 HP remaining.



Actions:

 

Endeavor:  Cobalt employs the great equalizer of the Pokemon world to reduce the target’s HP to his HP.  This action fails if the target has the same or less HP than Cobalt.  Endeavor cannot remove more HP than twice Cobalt’s MHP per hit.  While Endeavor bypasses damage reduction and other defenses, it still counts as dealing damage with an attack.

Sandstorm:  Cobalt stirs up a sandstorm, covering the battlefield in choking grit.  The sandstorm lasts for 3 rounds.  While the sandstorm is active, damage reduction buffs from actions have their potency increased by 1, and enemies take damage equal to 1/2 Cobalt’s synergy whenever a round ends.  Damage from sandstorms cannot be reduced to below 1 by damage reduction alone, but is not affected by buffs or debuffs on Cobalt.  When applicable, the sandstorm also affects nearby fights.

-Level 2:  Damage reduction buffs from actions now have their potency increased by 2 while the sandstorm is active, and enemies take damage equal to 1/2 Cobalt’s synergy +1 whenever a round ends.

Metal Claw:  Cobalt slashes at an enemy with a claw made of metal, dealing 1d2 + strength damage.  Metal Claw has a 10% chance to be a critical hit, which buffs Cobalt’s damage with all actions by his level until the end of combat.

Harden:  Cobalt reinforces his armor, increasing his damage reduction by 1 until the end of combat.

-Level 2:  Harden’s damage reduction buff per use is now ½ Cobalt’s synergy, rounded up.

 


Inventory:

 

Skill Precedents (syn max):

Exotic Diet:  Can destroy/break through metal things by eating them.

 

Edited by DragonRage
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Spoiler

Name:  Keith Johnson/D-24602
Age: 25
Gender: Male
Race: Human
Sex: Male
Appearance: A fairly normal looking guy aside from the tattoos he’s covered with. He’s got short brown hair and a bit of stubble. He wears a sleek black suit adorned with belts and chains and other such items. On his wrist and chest his D-class designation is tattooed in blocky black letters.
Personality: Surprisingly uncaring to the fact he nearly died recently. Probably because he was set to bite it soon anyways.

Level: 1
EXP: 0

HP: 7 +2
Init: 2*3d6
DR: 2

Stats:
Strength: 2
Synergy: 1
Skill: 2

Equipment:

Name:  HK416 “Soundtrack”
Description: A Heckler & Koch HK416 D10RS carbine. When the fire selector is set to a setting other than "Safe", any lifeform who comes in contact with the weapon will spontaneously hear the song "Shoot to Thrill" by the band AC/DC playing on a loop for as long as they remain in contact.
Type: Weapon
Damage: 1d2+STR
Modifiers: Hollow point: +1 damage
Special Qualities: Enemies Can hear the song playing when off safety. Tips allies off to enemy status

 

Name:  Kiss of Death
Description: A black and red skull mask, adorned with koi imagery. It's made of Kevlar.
Type: Armor
Modifiers: -1 damage +2 Health
Special Qualities: Surprisingly Cool: -1 Fire damage

Taticool: +1 to stealth

Perks:  Merc: A good merc doesn't die even when killed… or something. Regenerates 10% max health a turn. Minimum of 1

Weakness revealed: -2 DR when under half health.


Actions:

Snipe: Basic attack +1/2Skill to damage. 2 turn cooldown.

L1 Quickened aim: Reduce cooldown to 1 turn

L2 FMJ: Increase bonus to Skill

L3 Bleed ‘em: Deals 1 damage for 1d4 turns afterwards.

 

Passive: Scoundrel: +1 to drug crafting

L1 Drug lord: Drugs work 50% better on Keith. ALL drugs.

 

Passive: Honor amid the scum: +3 Lockpicking, -1 to torture of all kinds.

 

Precedents: Secure Object: 1

Inventory:

 

Apple: It's just a tasty Apple! Restore 1 HP when used.

 

Beam Sword: A mysterious weapon that responds to fighting spirit. It has yet to be activated completely, and only emits a very weak beam of energy.

 

Edited by kj1225
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Azurian Character Sheet

 

Name: Azurian 
Age: 16
Gender: M
Race: Human
Sex: M
Appearance: He stands at around 5,10. He hides himself under a navy blue cloak and face mask. His Azure eyes are the only thing one can see from his face normally. Underneath his face coverings he has medium length black hair. He wears dark blue pants, which are littered with pockets to hold thing, Black laced boots, a long sleeved slate gray shirt. He has a black belt around his waist and one going across his body from his upper right shoulder down to his lower left waist. Slots can be seen within them, presumably to hold knives. Finally black leather gloves.


Personality: He’s a smug guy who thinks way too highly of himself for his own good. He won’t think highly of you until you prove yourself to him, and if you mess, expect a snarky remark. He’s in it for the loot, that’s it. Saving the multiverse? Ha! The multiverse can suck it. What has the multiverse ever done for him? Though he won’t leave an ally to die, well, if you’re an ally to him at least. Though depending on how bad the situation is, better their head then his own.


Class: Ice Rogue

Level: 1
EXP: 100

HP: 7 ((((1*1)+1)/2)+6) 
Init: 3*(3d2)
DR: 1

 

Stats:
Strength: 1
Synergy: 2
Skill: 3

 

Equipment:

Name: Iron Knife
Description: A simple tool for cutting rope, chopping veggies, and causing death to others.
Type: Held
Damage: 1d2+Str
Modifiers: None
Special Qualities: 
Backstab: Damage increased by 1.25 while in stealth
 
Name: F.L.U.D.D Flash
Description: A small Arm Mounted Water Blaster, strong enough to put out fires with relative ease.
Type: Worn
Water: 3/3
Damage: None
Modifiers: None
Special Qualities: 
Water Tank: This tool can hold up to 3 Units of water, to refill it, a source of water must be used, Containers of water can only fill 1 Unit.
Super Water Blast: The user can use this to fire a blast of water, Stunning an enemy who is not resistant to water attacks, and dealing 2d4 Damage to enemies who are weak to water! Consumes one unit of water.
Hydro Jet: The user can raise their Skill by 2 for one turn.
Intelligent: This item can act separately from it's user, but is considered to have 0 in every stat but health, which it has 1 in.
 
Other Possible Equipment (Not in use):

 

 


Name: Tattered Cloak
Description: A worn cloak that maybe in need of a replacement.
Type: Worn
Damage: None
Modifiers: None
Special Qualities: 
Shadow Seeping: Increase chance to go into Stealth by 5%
Prolonged Exposure: Increase Stealth Length by 1 turn
 
Name: Cataguard Helm
Description: A gargantuan helmet, made of extremely thick metal
Type: Worn
Modifiers: +6 DR, -7 Health
Special Qualities:
Giant Bucket Helmet: This item is the equivalent of wearing a giant heavy bell over one's head. Not only this, it is large enough to go down to an ordinary human's waist in the process...  -1 Skill.
 

 

Perks:
Rogue’s Path: Sticking to the art of Stealth and Deftness this character gains +1 Skill per level.
 
Concealment: Give the character the Perk Based Action “Stealth”
 
Flaws:
Brittle Body: All damage dealt to this character is multiplied by 1.3 rounded up.
 
Low Melting Point: All Fire Damage dealt to this character is doubled. This stacks with Brittle Body.

 

Actions:
Stealth: (Perk Based Action) This Character has  30%+Skil Chance to go into Stealth. If the check is successful they can not be normally targeted for 1d2+(Skil/2) turns. This cannot stack but can be refreshed.
 
 
Ice Shiv: Summon a knife made of Ice that breaks upon use. A free action that adds 1 Ice Shiv into this character’s inventory (Equipment Details below).This item lasts for one cycle of turns after use. If not used this item stays in this unit's inventory. However, since it is Ice these Shivs will melt after the battle and any excess Ice Shivs in this unit’s inventory or equip items will turn into water and essentially be destroyed. Trading Ice Shivs is not possible. Being hit by any fire attack will melt all Ice Shivs in one’s inventory. 4 Turn Cooldown
-Level 2: Increase Damage from 1d2+Syn to 2d2+Syn
-Level 3: Increase Weakening from 1 to 2
 
Base Ice Shiv:
Name: Ice Shiv
Description: A magical knife colder and Sharper than Steel.
Type: Held
Damage: 1d2+Syn
Modifiers: None
Special Qualities: +2 Damage Dealt
Frostbite: Reduces the target’s Strength by 2. Stats cannot go below 1. 1 Stat point is returned at the start of this units turn. This does not stack but can be refreshed.
Follow-up: Automatically Equip another Ice Shiv after this one Breaks if another is in your inventory
Backstab: Damage is increased by 1.25 while in stealth.
 
Chilled touch: (Passive) When attacking with any Ice/Cold based Weaponry/Attack, -1 Init from the target per hit.
 
Steal: An attempt to take an item an enemy has in their inventory or equip. Do a Skill Vs. Skill check against the target to steal an item. This unit’s Skill is multiplied by 2 if in stealth.
 
Fastswap: Take a turn to equip a new weapon. 
 
Precedents: 
 
Lockpicking: This Character is adept with the act of breaching locks. Whether it be the classic key lock or some other type, this character can crack it. [1]
 
Sleight of Hand: This Character is quite deft with their hands. Whether it be the needs of pickpocketing, craftsmanship, or swapping a golden statue with a sack to not set off a giant rolling boulder. [1]
 
Sneaking: This character is able to move quietly and conceal themselves. This is essential to anyone looking to do some… not so legal… activities. [1]

 

Inventory: 1 Herb (3/3 uses, Heals 5 hp), 15ft of Rope, 5 Lockpicks, 25 Gold Coins, Cataguard Helm, Tattered Cloak

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Modifiers are stat effects, not special qualities
Soundtrack's modifier isn't valid
It has to be a modifier to one of your derived stats, like health, damage, DR, Init, or the like.
You could also take +1 -0 to something, if you didn't want it to reduce a stat.

 

Also, I made a mistake, it's special quality IS fine

 

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Spoiler

Name: Aelius, Northgate guard

Age: 23

Gender: Male

Race: Human

Sex: Male

Appearance: Tall, lean, dark haired, & deep set blue eyes.  He wears a simple tunic covered under chainmail and a tabard bearing the device of Northgate: A purple rust over a gold lozenge on a blue field.

Personality: Persistent to get the job done quickly and correctly, this can make him a tad annoying at times though he means well.

 

Level: 1

EXP:

 

HP: 7

Init: 2*(3d2)-2

DR: 5

 

Stats:

Strength: 1

Synergy: 3

Skill: 2

 

Equipment:

 

Name: Storm Glass Spear

Description: A spear made from lightning glass and forged to pierce the armored hide of drakes.

Type: Held

Damage: 1d2+[Str]

Modifiers: +2 damage, -1 Init.

Special Qualities:

-Scale Breaker: When attacking with this weapon you always deal at least one damage.

 

Name: Guard’s Chainmail

Description: Thick, heavy, and uncomfortable but it might stop the claws of a drake.

Type: Worn

Modifiers: +2 DR, -1 Init.

Special Qualities:

-Thick Armor: +2 DR

-Grounding: Double your DR against electric damage.

 

Perks:

 

Advanced Training: Northgate has one of the toughest guard training programs in the entirety of the South Mires, this grants their guards an edge over almost any attacking force.

Mechanical effect: Allows you to enter either defensive or offensive stances, entering a stance is an action, exiting is a free action.

 

Fire Aversion: Northgate is a cold place, this lack of heat exposure combined with tendency for metal armor makes fire a very effective weapon against Northgate guards.

Mechanical effect: Take double fire damage.

 

Actions:

 

Defensive Stance: Close lines, raise your weapon, and prepare to ward off enemy strikes.

Decrease damage dealt and received by 20% and 40% respectively.

 

Offensive Stance: Grip your weapon tightly, gain leverage, and force your enemy to keep moving backwards.

Increase damage dealt and received by 40% and 20% respectively.

 

Fury of Sky: Swing your blade while channeling fury and might, infusing it with the power of lightning.

Make a weapon attack and roll an opposed [Syn] check with your target, if you win they become stunned, cooldown=1.

Level 2: Add [Syn]/2 electric damage to the attack.

 

Combat Medicine: All guardsmen are taught basic combat medicine and healing.

Restore 1d2+[Syn]/2 HP of one target.

 

Sonic Blade: Rush at your enemy and strike with unnatural speed and agility.

Make a weapon attack against one enemy, add 1d2 damage for each time you’ve used this action this combat, takes an extra turn to use, cooldown=3, if you took this action last turn you may ignore the cooldown/charge turn.

Level 2: Now adds d4s instead of d2s.

 

Precedents(3 max):

 

Find Enemies(Used to locate approaching enemies at distance, spot enemies before they see you, or simply tell if someone wants you dead before they try and stab you.)

 

Storm Vision(Used to see at distance/in detail in adverse weather conditions such as rain, heavy rain, snowfall, or fog.)

 

Arms/Armor Repair(Used for the maintenance, repair, and modification, of simple armor and weapons)

 

Inventory:

 

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Spoiler

Name: Shanks-many-men (or "Shanks" for short)
Age: ???
Gender: Male
Race: Tonberry
Sex: Male


Appearance: Like all Tonberries, Shanks is a small, reptilian creature shrouded with a hooded brown cloak and often found carrying a lantern. His emerald green scales gleam when viewed under low light, as do his ember amber eyes. Shanks however, sets himself apart from his fellow Tons by wearing a leather belt upon which he hangs his lantern and knife when not in use. Over the years, he has constructed a headdress out of the numerous Chocobo feathers he has found, and can often be seen toting the head cover atop his smooth, reptilian noggin.

 

Personality: Like many of his kind, Shanks likes dark places and is right at home inside caves and ancient ruins. When he is met with trespassers or active threats to himself, his people or his home, he does just what any Ton hunter would; he takes up his knife and lantern and begins slowly stalking them as they move through the dark unaware... Aside from that though, he is in utter enigma to just about anyone who is not also another Tonberry, just as most of his kind is, given their secretive, esoteric culture and the inherent language barrier most humans have with them. Maybe he's really just a nice little lizard dude deep down inside though, who's a bit territorial... who knows?

 

Level: 1
EXP: 100

HP: 9
Init: 1*3d2(-1)
DR: 3(+2)=5

 

Stats: 6/6
Strength: 3
Synergy: 2
Skill: 1

 

Equipment:

Name: Chef's Knife
Description: A large, wickedly sharp butcher's knife that gleams with an ominous light in dim conditions. It has tasted the blood of many a foolhardy adventurer...
Type: Held
Damage: 1d4+Str
Modifiers: [+2 Damage dealt, -1 Init]
Special Qualities:
-Bound

-Higher quality: [This starting item is improved due to foregoing two starting items]
-Evolving Dagger: "This weapon grows in power with it's wielder, taking more and more lives as time drags on..." [Every 2 levels, this weapon's damage di goes up by another size]
-Deflect: "Light, Nimble, but surprisingly sturdy, this blade is capable of deflecting many strikes when put into deft hands" [Grants +2 DR while equipped]
-No Mercy: "This knife thirsts for blood. It's wielder has every intent of feeding it; mercy is for the weak anyway..." [This weapon deals 25% more damage against enemies who are beneath 50% hp]

 

Perks:

Ominous Advance:
"Tonberry's have long been dreaded enemies of travelers traipsing in the dark, and for good reason. Lantern held aloft and eyes and knife gleaming with the flickering reflection of flames, the visage of one of these tiny green lizard men slowly walking their way is the last thing many a spelunker has seen. With every step, it seems as if their power grows, and death looms ever closer" [Grants the user access to special "Omen" actions, and allows them to spend their action this turn performing an "Ominous Advance", which will grant them an "Omen Counter". For every Omen Counter the user currently has, they gain +1DR; Omen counters last until they are either expended via using an Omen Action, or until the battle ends]

 

Lurking Mystery ((Flaw)):
"The user is so mysterious and adept at lurking, it is hard for even their own allies to tell them apart as friend or foe sometimes... making Friendly Fire situations all the more likely [The user is always included as a target by Ally AoE attacks, regardless of the targeting parameters or limits of said attack]

 

Actions: 10/10
Omen Slash
Level 1: The user expends a number of their current Omen Counters, and then deals a attack with their weapon, with an additional Xd2 pure damage added on (Where X=the number of Omen Counters sacrificed)

 

Omen Flare
Level 1: The user expends a number of their current Omen Counters, and then sets the target alight with the hellish flames of their lantern, dealing an "Ominous Burn" status which deals Syn+Xd2 damage for 2 turns (Where X=number of Omen Counters Sacrificed).

 

Omen of Might
Level 1: The user expends a number of their current Omen Counters, and then increases their Str by X (X=Number of Omen counter's expended) for 2 turns

 

Blood Feast
Level 1: Free action. The next Basic attack the user makes will restore their HP by 30% of the damage they deal. 2 CD

 

Everyone's Grudge (Passive)
Level 1: When the user makes an Ominous Advance, they will counter any attacks targeted at them until their next turn, dealing Str damage to the perpetrators.

 

Precedents: (2)
Lurker Loo: Tonberries are masters of sneaking around darkened caves and other areas, evading detection until they choose to make their presence known by igniting their lamps and menacingly approaching their targets. Shanks therefore naturally gains a bonus when trying to sneak or evade detection. [1]

 

Don't Tread on Us: It is quite simply impossible to pass through Tonberry controlled areas without catching the attention of it's inhabitants. Whether or not they decide to punish the trespassers with a few deadly stabs to the leg is irrelevant, so long as they remain in their lands, the parties in question will be monitored... hence, Shanks gains a bonus when searching for and trying to track enemies. [1]
 
Inventory:

-x1 Hellfire Lantern- This lantern is a magical tool carried by all Tonberry hunters. Little is known of it's construction, but it seems that the Tonberries versed in it's use can ignite and extinguish it's ominous flame at will, with no need for any sort of fuel whatsoever.

 

-x1 Tonberry Cloak- A plain, brown cloak worn by the Tonberries. It is made of a strange, soft leather that no one is really sure what animal it comes from, but some speculate it may not come from a mere animal at all...

 

-x1 Leather Bound Journal- A small journal bound in the same soft leather as Shanks cloak. It holds many pages, and various entries in an language that only Shank and his people seem to be able to comprehend.

 

-x1 Chocobo Headdress- A headdress made out of chocobo feathers. Very comfy, very cozy, helps to keep out the cold and strike fear into the hearts of confused enemies in the dark.

 

-x1 Ink Well & Quil- Stoppered and contained in a small bottle, with a  long, gloriously plush chocobo feather accompanying it

 

-Cataguard Iklwa

Spoiler

Name: Cataguard Iklwa
Description: A Lance originally designed to be fired like a projectile; it has been modified to be shorter and more easily handled at melee range, with a head designed to be equally adept at peircing and slashing. It's true might still only comes out when thrown, however.
Type: Held
Damage: 1d2+Str
Modifiers: None
Special Qualities: This weapon deals 1d6 damage instead of 1d2 when thrown, and uses Skill instead of Strength.

 

 

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PTW I mean....here is a character!

 

 


Name: Gnarls Barkley
Age: 25
Gender: Male
Race: Post Human
Sex: Male
Appearance: A tall and muscly man of African descent with pitch black skin, and I don't mean brown but we call it black due to racism either, the man literally has pitch black skin. Black as in the missing word from "As [Blank] as the night sky" black. The man has a fuzz of black hair on top of his head, and he prefers to go shirtless whenever possible to show off his muscles, although he is perfectly willing and able to wear environment appropriate clothing.
He is currently wearing a pair of dark blue jeans and basketball shoes.
Personality: An aspiring B-Ball player yearning for a world where the game isn't banned. While the man does have his moments of cynicism, he is often defined by an unbridled optimism and love for the extremely dangerous game, and when asked why he is traveling the multiverse and fighting extremely deadly threats he would simply say "I want to take B-Ball to the next level!"
Class: Defender
Level: 1
EXP: 0

HP: 9
Init: Skill * 3d2
DR: 3+2

Stats:
Strength: 3
Synergy: 1
Skill: 2

Equipment:

Name: B-Ball
Description: Seemingly nothing but a regular if highly illegal Basketball made by the Spalding company, it crackles with lightning in the hands of a true B-Ball player.
Type: Held
Damage: 1d4+Str
Modifiers: +2 Damage -1 Init
Special Qualities:

Higher Quality: This starting item is improved due to forgoing two starting items
B-Ball Defense Form: The wielder has learned how to defend themselves using a defensive B-Ball form known as "The Way of Bill Russel". They are granted a +2 to DR due to learning this powerful defensive form.
B-Ball Mastery: As Gnarls grows in experience and power his B-Ball starts to...shift slightly. As if it was maturing with its wielder.... Every 2 levels, this weapon's damage die goes up by another size.
Force of Chaos: Gnarls does not know why yet, but his B-Ball crackles with a primal lightning whenever he wields it in battle. He thinks that it is just trying to make him look cool.
Damage dealt by weapon is treated as Lightning damage if it would be beneficial.

Perks:
Seeker of Myths: Grants access to the action "Verboten Jam"
Flaws:
B-Ball Novice: Barkley believes that part of the power he is looking for comes from excessive amounts of preperation and skill. 
Rather unfortunately he does not have enough skill to control his raging B-Ball granted powers, and he tries to compensate for this by shouting out the names of his attacks whenever possible before making them.
Cannot make damaging actions during the first round as he spends that time preemptively shouting the names of the attacks he wants to use.

Actions:
Level 3 Verboten Jam: Make a weapon attack with an additional +Str damage, add +Str damage for every use of this action in the battle. 1 round cooldown.
Level 1 Power Up: Enhances a single ally with the collected powers of the B-Ball, increasing the damage they deal with the next attack by 1
Level 2: Damage increase is now Str/2 rounded up as Gnarls has learned how to empower people using his muscles.
Level 1 Overpower: Make a basic attack against an enemy and make an opposed Str v Str check, if they fail the check they are stunned.
Level 2: Add a +Str/2 damage
Passive Level 1 Unjammable: When performing a Verboten Jam Gnarls has an additional +Str bonus to any oposed checks made against him to see if he is stunned.
Precedents:
[1] B-Ball Athletics: Gnarls can channel the power of B-Ball into him to perform great feats of athletics such as jumping exceedingly high or deftly dodging a trap.
Bonus to any rolls involving jumping or avoiding something
Inventory: 1 Hi-C Ecto Cooler (3/3 Uses heals 5 HP), 1 additional pair of B-Ball shoes, 1 warm coat, 1 Picture of his hero.

 

Edited by Cronos5010
Balance changes! Blasphemous balance changes!
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Spoiler

 

Name: thrasher XV6 #105 (Elica)

Age: 5 (physically: 18  mentally: ??? )

Gender: female

Race: thrasher xv6 (artificial being.)

Sex: female

Appearance: with a mostly slim figure and soft face Elica looks like a tall attractive human girl….to an extent. She is made for combat and has some features that some might call monstrous. In the place of her right arm is a long dark purple and red tentacle, covered in nubs. These nubs are a safety guard, during combat large razor sharp spikes and blades emerge from them, designed to both crush targets, and tear into flesh, it is from this trait that thrashers derive their name. the fingers on her left hand are clawed, and she can secrete poison through parts of her skin, specifically, the skin between her fingers, allowing her to coat her claws in an inky black poison. Her eyes are red and glow in the dark and her hair is silver. She wears simple armor, consisting of a chest plate, over her clothes (usually a t-shirt or tank top) and a gauntlet on her left arm though only someone from her world would recognize what it’s made off, it’s a shimmering red metal, with enchanted leather straps. The chest plate is emblazoned with the image of two curling branches with a tower in between them, the symbol of her creator and master.

Personality: Elica is to some extent cold and has a hard time connecting with others. being made to lead small squads of lesser mooks she can be quite commanding. Like all thrashers she is preprogramed with innate loyalty to her master, however she harbors jealousy towards his special servants. His unique beloved snowflakes. That draconic warrior, strong enough to crush buildings yet gentle enough to remove a tiny hook from a fly’s wings. That dog like thing that always follows him around. And her. HER pretty, cushiest life out of all of them, and still strong and skilled enough to defeat pretty much everyone in the tower, and she’s always by his side, his best friend, and she’s always sooo annoyingly happy. Elica can’t stand her. So much so she refuses to even think her name unless absolutely necessary. Perhaps her desire to keep Cim with her at all times and her constant command of him stems from her desire to prove her own value to herself, or perhaps she just likes his company and is to lonely to go without him.

Backstory: Elica was not born. She was made. Made to protect her masters home, and anywhere or anyone her master deemed worth protecting. The short five years of her life has been spent training, fighting, and trying to enjoy her free time, Something she has trouble doing. When the others went shopping, she stayed behind, when there was a party, she slept. It was not until cim was assigned to her during her second year of life that she began to have any prolonged smiles. Her small squad was insignificant. Her life was insignifigant, but now at least her life could be properly enjoyed to some extent. Only now, it might not be so insignificant any more. This is the chance, her chance to prove herself.

 

Level: 1

EXP: 0

 

HP:  6

Init:

DR:  2

 

Stats:

Strength:2

Synergy: 1

Skill:1

 

Equipment:

 

Name: pendant of strength

Description: a small red and black rough crystal.

Type: worn

Modifiers: +1 damage when attacking with str

Special Qualities:
energy burst: once per battle, the effect of this items effect may be inverted for any number of turns, when the wearer chooses to reactivate the effect, all the accumulated energy is added to the users damage for one attack. If the number of damage gained for the attack is greater then 5, the user takes damage equal to half the damage dealt

 

Perks:
recovering soul: when Elica or cim die their souls are released and begin amassing energy to form a new body. And they are brought back to life next plot

A servant of her own: Elica has a companion, with his own stat pool and hold and worn slots. Points are shared between there pool and he may act on the same turn as Elica. An action that requires one or both of the pair can’t be used if the needed person is down.  The hp formula ends with a +4 instead of +6

crippling jealousy (flaw): Elica takes double damage from psychic attacks


insecurity (flaw): whenever Elica takes psychic damage, she must perform an intelligence check against the syn stat of the enemy that attacked her. If she fails, her next turn is lost.



Actions:
thrash (Elica): Elica strikes with her spikey tentacle, dealing 1d2+str damage and inflicting bleed.
(bleed: the afflicted loses one hp every three turns, until it is healed, cures status, or spends a turn to stop the bleeding. Does not affect enemies that cant bleed)

Poison slash (Elica): Elica strikes with her claws dealing STR/2 damage and inflicting a target with black poison. (cooldown: five turns)
(black poison: the afflicted takes 1d2 damage each turn. The duration of the effect is the difference between Elica’s syn and the afflicted’s syn, with a minimum duration of 3 turns)  

rally (Elica): all allies (including summons and companions) receive +1 to their primary attack stat for four turns (once per battle)

force bolt (Cim): cim attacks a target with magic for 1d2+syn

binding ring: Cim checks his syn against the target's syn, if Cim wins the check, the target cannot act next round.



Precedents:

Leadership level 1 (Elica)
sense magic level 1 (Cim)


 

Inventory:
supplies bag: a bag carried by cim filled with basic supplies
   sleeping bag x2 : two sleeping bags
   rations x10 : enough rations to last two people five days
   spare clothes: extra clothes


-----------------companion---------------
name: Cim
Age: 4 (physically: 16  mentally: ??? )

Gender: male

Race: ribbonare X3 #200 (artificial being.)

Sex: male

Appearance: Cim resembles a short, slim and to some extent feminine human male, appearing more human than his higher up Elica. He has medium-short blond hair and golden eyes. Four ribbon like tentecale wing things sprout from his back, designed to draw in extra magic from the air at a more effective rate then normal. He Wears a simple blue coat with a chest plate Identical to Elica’s over it.

Personality: Cim’s preprogramed loyalty is matched only by his loyalty to Elica, though no one is really sure why he likes her so much. Curious and typically relaxed only Elica’s constant presence keeps him from wandering off.

backstory: Cim was not born. He was made. Made to serve his master. To fight what needed fighting and protect what had to be protected. The first year of his life he was assigned to Elica, who he has followed faithfully his entire life. He helped Elica to open up a little and is content with his life as long as he can stay with her, His loyalty may perhaps even be strong enough to override prime directive. Unlike Elica he has no emotional issues to hold him back.  

HP: 5 (4)

Init:

DR:  0

 

Stats:

Strength: 0

Synergy: 1

Skill:1

 

Equipment:

 

Name: bloody pendant of power

Description: a small red orb hung around the neck. It glows faintly

Type: worn

Damage: none

Modifiers: +1 damage or healing when using a syn action. -1 to hp while worn.

Special Qualities:
blood trade: when attacking or healing with syn, the wearer may choose to spend hp, converting it to additional damage/healing as a 1:1 conversion

 

 

Edited by Endlessblaze
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Cactuar imbound!

Spoiler

Name: Trots
Age: ???
Gender: Neutral (It/They)
Race: Cactuar
Sex: Neutral
Appearance: A short, green, walking cactus ranking in just barely 75 centimeters. Like all Cactuars, Trots usually takes the pose of the green man on exit signs, though it may take other poses when it's not on the move. It has three black holes on its face, representing two eyes and an oblong mouth.

It wears a brown, dusty hat over its three reddish quills.
Personality: Trots is a little Cactuar who took an interest in being the baddest gunslinger in the world. To increase its own infamy, it often works with other baddies, to varying degrees of success. It has a certain affinity for material wealth.

 

Class: Gunslinger
Level: 1
EXP: 100

HP: 7
Init: 3*(3d2)

DR: -1


Stats: You get (5+Level) stat points to spend. Each stat is capped at a value equal to 1.5*Level + 2, and you gain 1 stat points per level by default.
Strength: -1
Synergy: 3
Skill: 3

Perks:

Mirage (Perk): Grants a base 20% Dodge.

Cactuar Guard (Perk): This character can only take MHP/3 damage at maximum every time it takes damage.

Slow Growth (Flaw): Cactuars grow slow, and it can often take decades for a tiny Cactuar to grow into a mighty Gigantuar. This character's Strength is capped at Level/2 instead and starts with a base -1 STR.

Water Weakness (Flaw): Please do not water cacti. Seriously. This character takes 2x damage from water-element attacks.


Equipment:

Name: Gunslinger's Hat
Description: A dusty, brown hat made from enchanted fiber. It casts a dark shade on the wearer's face. Sewed by Trots.
Type: Worn
Modifier: +1 Health, +1 Damage
Special Qualities:

Enhanced: This starting item is the only one the user has chosen, and is stronger as a result

Sniper Eyes: Actions ignore the opponent's Dodge%.

Laying Low: Halved chance for opponents to target the wearer.

Draw!: Always moves first when acting against an opponent that is targeting the wearer.

 


Actions:

Needles: Deadly Cactuar needles that bypass all sorts of defenses.

-Level 1: One-turn charge. Deals [Skill]+[Level] pure damage to one target.

-Level 2: One-turn charge. Deals [Skill]+[Level] pure damage to one target.

Workload Increase (Passive): If Trots' at equal or less than 1/3 MHP, immediately cast Haste on itself, granting itself an extra turn for X number of turns.

-Level 1: Haste lasts 1 turn.

-Level 2: Haste lasts 2 turns.

Mindprick: Needles infused with anger. Inflicts Berserk on one target, increasing its damage by 1.5x, lowering its Hit% down to 80%, and locks it into performing Fury - 1d4+[STR] damage on one target.

-Level 1: Lasts two turns.

 

 

Precedents: (3)

Desert Familiarity: Trots has spent almost its entire life roaming around the Maranda Desert. As such, it is capable of seeing clearly through sandstorms, finding buried treasures, as well as being unhindered by sand. [1]

Needlework: Trots' needles can also be used to sew clothes, and it's especially good at it. Bonuses to crafting with needles. [1]

Bargainer: With a combination of cuteness and terror, Trots is proficient at bargaining with people. Bonuses to bargaining. [1]

 


Inventory: A leather sack, 3x Potions (Heals 5 HP each), 5000 Gil (Currency), Smoke Bombs x10.

 

Edited by IntSys
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