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[OOC] Trespassers of the Multiverse: Director's Cut


Hal Henderics

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RWBY makes its debut to DC

Spoiler

Name: Bianca Reynolds

Age: 20

Gender: Female

Sex: Female

Race: Human

Appearance: Reference picture because I'm too lazy to describe most of this. She is most commonly found sporting her black jacket, with white stripes over a t-shirt. In the center of the shirt lies a small metal square on her chest, that expands out into a breastplate to cover her torso in combat situations. To match, she wears black leggings under what resembles the bottom part of a trench coat, in a skirt form, white in color. To top it all off, she kicks back in some black high top canvas shoes.

Personality: The world may never know

 

Merit: 0

HP: 26 + (15 temp HP every combat)

Moves:

 

Stats:

 

Essence: 5

 

Constitution: 3

 

Dexterity: 3

 

Intelligence: 2

 

Resistance: 3

 

Strength: 5

 

Synergy: 0

 

Perks:

 

Unlocked Semblance and Aura - This character has had their semblance and aura unlocked, opening up the world of possibilities of becoming a huntress or hunter.

-Primary Effect: Grants the user a temporary Health Pool (ESS x 3) that cannot be regenerated in combat, but is refilled at the end of every encounter.

-Secondary Effect (Fluff): Grants the user their unique semblance (represented by actions). In this case, it is Bianca's Overwhelming Might semblance.

 

Heart of the Smithy - This character is used to their way around a forge. A little too well, if you ask me. The strength comes in handy in times like these.
-Primary Effect: Grants +25% on Strength crafting rolls. If the user is forging a metal weapon, they're given advantage on the roll (take the best of two rolls).

 

Actions: 5 action slots

-Actives


Tripwire - The user sends out a flurry of metal wire, wrapping it around an enemy, prompting a STR vs DEX check, and if the target fails, they are knocked prone.

-Level 1: 1d6 + STR on hit, an additional 1d4 true damage if knocked prone. Cooldown: 2 turns.

-Level 2: 2d6 + STR on hit, 1d4 true damage on fall. Cooldown: 2 turns.

 

Weakening Blow - The user sends out wires, and retracts them in order to move an opponent into a more vulnerable position to attacks. STR vs DEX

-Level 1: Allies have +10% to hit for 1 turn on the target. Cooldown: 2 turns.

 

Empowering Strike! - The user activates their semblance, granting extra damage on Strength attacks.

-Level 1: Gain an additional 1d6 to all STR-based attack rolls for your next 2 turns. Cooldown: 2 turns after effect wears off.

 

-Passives

 

-Trumps


Overwhelming Might - The user uses their semblance to exceed their normal physical limitations, and are able to perform more grand acts of strength.

-Level 1: For a maximum of 3 turns, STR is doubled. At the end of the 3 turns, if the user has any of their temp HP left, it is expended completely. Once per world limit.

 

Equipment:

 

Tiel (Weapon):

Description- A dual set of wire launchers, attached to the user's forearms. They're gold in color, and the wires are ended with small, yet strong, metal hooks.

Damage: 1d6 + Dex

Other Uses: Can be used as a grappling hook to climb, or can be used to restrain targets (which is standard for Bianca's style).

 

Chestpiece (Armor):

Description- A strong metal chestpiece, made of a strong alloy. Simple and plain.

Armor: Adds +2 RES

 

Reserve:

 

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Neeeeeew teeeeeeeert

Spoiler

Name: Stretch Armstrong

Age: 6 days

Gender: Male

Sex: Male

Race: Human (clone)

Appearance: Stretch --though this certainly varies at any given moment-- stands at 5'9", with a relatively thin build, looking to be a man of around 20. Probably the most notable trait about his overall body, beyond how it can stretch and shift essentially at will, is that it is overwhelmingly soft: with every step that Stretch takes, he ripples and bounces and wobbles. He has white skin and is almost entirely bald, though if one looks closely it can be seen that a bare dusting of cyan hair has begun to spring up on his head. His eyes are of a similar bright cyan color, one that is wholly unnaturally bright. He wears a brown pair of shorts and brown shoes, along with a tube top of a very-light-blue colored plastic-like material, which opens up to reveal a brass sphere the size of a fist. Sometimes, bright cyan tubes go from that sphere, up through his tube top, to his arms and head. On his head is a dull blue pot -- a helmet which actually looks specifically like a teapot. 

 

Personality: Stretch is possessed of an overwhelming naivete. He is extremely new to, well, existence, and almost his every action confirms this -- even the most mundane and new of details often excite Stretch greatly, and get wondering reactions from him. Stretch also usually assumes the best of everybody, only tending to take hostile action when he directly has to, even when dealing with obviously shady people. This is because Stretch is an exceedingly nice person, who tries his absolute utmost at any given moment to do the good thing and to keep people from being hurt, and who actively takes the most positive interpretations of people to do so -- he genuinely doesn't have many concerns except for others' well-being. Stretch also has an... interesting way of thinking, often failing to make basic common sense judgements and becoming convinced of strange things, like that Mana is called Magic Juice. He is, perhaps, not the brightest guy. His way of speech reflects both his constant wonderment and his bizarre thought process. 

 

Merit: 0

HP: 36

 

Changelog:

3 Merit gained from the aborted Worm plot

3 Merit spent creating and upgrading Bouncing Strike

 

Stats:

Essence: 4

Constitution: 8

Dexterity: 2

Intelligence: 0

Resistance: 0

Strength: 1

Synergy: 6

 

Perks:

True Diamond Soul: Lodged in Stretch's soul is a diamond, and this means that he is constantly being pumped with true diamond mana, and therefore constantly regenerating from whatever wounds he may receive. He also can push himself to heal faster, but this invariably results in him being thrown off-kilter and impaired for a little while. Stretch has a base HP regeneration rate of [CON/2], and may alter this by sacrificing (or unsacrificing) stats, leading to a total HP regen rate of [CON/2]+[Sacrificed Stats/2]. 

 

The Softness of Diamond: Aside from true diamond mana, Stretch has been absolutely saturating himself with normal diamond mana for his entire life, and this has resulted in the man becoming very, very elastic and very soft. It's essentially impossible to meaningfully harm him through blunt force because of this, through a combination of harmless squishing and stretching. Stretch gains 2*[SYN] RES against blunt force attacks.

 

Tenacious Inspiration: If there's one thing that can honestly be said about Stretch, is that he just doesn't really understand the concept of giving up on something. Once he really gets his heart set on something, the elastic man is so singularly single-minded that repeated frustration will just lead to him ramming his head against the problem until a bolt of inspiration strikes him. The user may opt to be given a challenge or condition when attempting something.  the roll then determines the challenge or condition, when fulfilled, the action in question is considered a success.

 

Flaw: Cutting the Knot: Softness is a two-edged sword, and sometimes Stretch can come up against this other edge. It's hard to use blunt force to harm him, but it's pretty easy to slash through something soft -- like a knife through warm butter, as the saying goes. Stretch takes extra damage equal to [1.5*his SYN] when hit with a slashing attack.

 

Wound: Deadite Curse: Having performed an act of self-sacrifice to save people that turned out to be a lot heavier of a self-sacrifice than he had truly been prepared for, Stretch now is afflicted by the curse of the same deadites that beat him down so terribly. It isn't immediately apparent, but it's a foul magic that hangs around him now... Stretch takes 1d6 more damage from all necromantic sources. And if he dies while afflicted by the curse of the Necronomicomic...

 

Actions:

-Actives

Diamond Magic Juice: Stretch directly applies a significant quantity of Diamond Magic Juice to his target, whether they be friend or foe -- and accordingly, this has the twin effect that Diamond Magic Juice has, both healing the target's wounds and making their flesh softer. This can be a double-edged sword, but Diamond Magic Juice, Stretch would be quick we to insist, is really fuckin' cool, man. Stretch both heals the target for 2d4+SYN damage AND decreases their RES by 2 for 2 turns, which can, in fact, turn their RES negative.
 

Rubbery Gatling Gun: Stretch takes a few seconds swinging his arm in circles again and again and again and again to twist and coil it up, the elasticity then afterwards causing his arm to spin in the other direction rapidly, now with a little bit of extra force to it from his own efforts, for an extremely rapid-fire punch. Stretch takes uses an action to charge -- with the next action, he can attack an enemy with four attacks, which each do 1d4+[SYN/2] damage. This attack cannot kill. 

 

Stretch Shield: Stretch stretches to shield an ally with a shield that is Stretch; that is to say, he positions himself in front of an ally and stretches himself out super wide so it's impossible for the enemies to hit that person. They would very much literally have to go through him. Stretch selects an ally; until Stretch's next turn, all attacks aimed at that ally are instead taken by Stretch.

 

Bouncing Strike (Level 3): Stretch deals out a punch, kick, or headbutt, at the end of a stretched arm or leg or head, bouncy fellow that he is. If he's been punched or stabbed, however, the attack gets even stronger -- as the hit body part flies back and then elastically snaps back with a vengeance!

Does 2d6+STR damage, 4d6+STR damage if Stretch was hit by a physical attack in the last turn.

Level 2: Attack upgraded from 1d6+STR damage to 2d6+STR damage

Level 3: Attack now deals 4d6+STR damage if Stretch was hit by a physical attack in the last turn.

-Passives

 

Life Stones: As a matter of course, Stretch tends to create a ton of something he calls a "magic life stone" -- it's a chewy light blue thing in the shape of a rock (and which in all fact was created through Diamond mana further attuned to rocks), which heals you after you eat it. He enjoys making these and tends to come out of encounters with a few. At the end of every encounter, Stretch receives three "Life Stones", which are healing items that heal 8 HP and can be stacked up to three in a single loadout slot.

 

-Trumps

Wild Slingshot: Being as incredibly elastic as Stretch is does have mobility advantages as well -- by stretching out his arms to grab two objects and backing up, Stretch can begin to slingshot himself around at high speed, bouncing off of objects and the ground, whipping by enemies rapidly, turning him into a surprising blur of motion. Stretch gains 1 extra action and [DEX] init for 2 turns. Once per Battle.

 

Equipment:

Blue Elitium Pot Helmet: It's a helmet made of the Blue Elitium material -- that is to say, White Elitium damaged with diamond mana and then promptly pasted over again in order to make it less trash. In effect, it's a remarkably sturdy helmet with softer insides and a bizarre shape. +3 RES when equipped.

 

Life Bees: A couple of bee-looking creatures, which reside in a pouch made of a bright blue plastic-like material on Stretch's left shoulder. One of them is a particularly plump, bright blue bee, whereas the other... appears to be a clod of dirt vaguely blueish and in the shape of a bee. Stretch has two Life Bees, which don't have a notable mechanical effect but which follow simple orders.

 

The Tubes: A set of tubes, ALSO bright blue. These stretch from a point at Stretch's chest to his arms and head, and conduct Magic Juice. They aren't actually tangible, parting and reforming when touched, but will disintegrate if not on Stretch. When this is equipped, active healing actions used by Stretch have an additional 2d4 effect when used on him.

 

Reserve:

 

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  • 1 year later...

probably new tert



Name: HMS Furious
Age: Apparently mid-20s, original existed for ~38 years
Gender: Female, if she's cognizant of it
Sex: Female
Race: Kanmasu
Appearance: A woman of moderate height and immoderate bust, Furious at first brush appears to be an elegant, refined woman who’s just returned from a vacation. Indeed, she can put on a veneer of refinement and elegance, but her sun-bleached hair and scarring hint at her true personality. Furious seemingly has an outfit for every occasion (including a formal one looking identical to the one donned by her half-sister Glorious, but is most often spotted in a dark-colored jacket of a fairly plain design with a gray undershirt, paired with simple pants (or shorts, weather and occasion permitting.) . . . Of course, she doesn't get into much outside her casual clothing without prompting after her injury.
 
Her rigging is a bit of a patchwork. In a failed effort to reconnect her with her experiences, she was refitted to more closely match her steel counterpart as originally completed. The right side of her rigging is gauntlet-like, with two hull sections "clasped" about a single eighteen-inch gun. The left has been unified into one section that sits on and behind her shoulder, with the flying-off deck making it almost resemble a rocket launcher. This side also bears her single smokestack.
 
Personality: There are hints of her original brash, contrarian personality in her behavior, but the current Furious is innocent and childlike in behavior. She seems to treat fighting as a game, not really understanding the full weight of combat. She has, however, retained most of her technical and combat know-how, and rapidly acquires new ones; one trait that has stayed with her is welcoming novelty.
 
Merit: 0
 
HP: 28
Moves:
 
Stats
  • Essence: 1
  • Constitution: 4
  • Dexterity: 6
  • Intelligence: 6
  • Resistance: 1
  • Strength: 2
  • Synergy: 1

 
Perks:
Fleet Girl: Furious exists on the Ships tab and begins with a single slot for ship equipment. Ship equipment may only be changed between plots, and takes double the number of regular equipment slots.
 
Flagship's Crew: Allies can borrow Furious's equipment slots.
 
Naval Arsenal: Furious gains twice as many action slots from INT.
 
Flaw: Wisdom Cube Damage: The Wisdom Cube is a mysterious item that contains all of the information about a shipgirl's power and personality. Furious took a nasty hit to it in her last assignment and hasn't been the same since. Her INT is considered to be 0 for purposes outside what is directly relevant to maintaining and operating her equipment.
 
Actions (7 Slots):
 
BL 18-inch Mark 1: A naval relic and one of only three of its kind. This gun has enormous power, but is lacking in most other respects. Deals 3d12+INT damage on a 3 round cooldown; if it is used to attack at range, it has a 50% chance of missing.
-Level 2: The target's RES is considered to be halved for the attack.
 
Sopwith Camels: A complement of fairy-piloted fighter planes modeled after the ones used in the First World War. As an action, target 1 ally. Fighter cover deals the user's INT/2 damage to enemies that attack that ally, or double if the enemy is flying.
-Level 2: 3/4 INT damage.
-Level 3: INT damage.
 
Reserve:

AA Suite: An array of smaller guns meant for defense against enemy aircraft. They're not well-maintained and mostly useless in Furious's current form.

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