Jump to content

[IC] TotM:DC "Terraria: A fresh start"


StormLord

Recommended Posts

Loadout

 

HP: 24
Moves: 9
 
Stats: (21/21)
 
Essence: 4
Constitution: 2
Dexterity: 9
Intelligence: 9
Resistance: 2+5
Strength: 2
Synergy: 1
Perks:
Weirdness Censor: The Ambassador has a Dex*2 chance of dodging an attack by simply causing the attacker to suddenly be overwhelmed by the ambassador's darting movements and increasingly incomprehensible appearance that they just mentally file the Ambassador as somebody else's problem.
Beyond the Veil: Grants the perk backed action "Void of Incomprehensibility".

 

Actions: 

(Perk Backed) Void of Incomprehensibility: The Ambassador can choose to over charge his personal field of chaos to the point where absolutely anything can be used to distract others enough to trigger mass change blindness and cause him to effectively disappear and become unable to become the target of any single target actions. The Ambassador must make an opposed Dex v Int check to stay in stealth if he has attacked the other participant in the opposed check, or if they had managed to successfully land a blow on Jun anyway. And he takes a malus to the roll that is equal to the other participant in the opposed check's Intelligence for every single success. He can choose to immediately end the stealth effect at will, and this ability can only be used once per encounter.
Level 2: Jun now gains a +3 to the first opposed check to remain hidden

Level 3: This action is now treated as being a First Strike action

Level 4: This action is now usable twice per encounter, but the second time it is used Jun must succeed on an opposed DexvInt check against the enemy closest in the initiative order to the move Jun uses to reactivate this action. Jun rolls twice for his roll and uses the lowest result.

 

A.G.I.L.E. system: The Ambassador's power armor comes equipped with the ability to climb up walls and "fly" in short bursts when inside a planet with Earthlike gravity, he can choose to temporarily overcharge this system and multiply his Dexterity or Strength stat by 1.2 for two rounds. Three round cooldown.
Level 2: Two round cooldown
Level 3: The multiplier is now 1.4
Level 4: The multiplier is now 1.6
Level 5: The multiplier is now 1.8 

(Trick) Extra Attack: Once per round when you make a basic weapon attack against a target you may follow up with an additional basic weapon attack against the same target as a free action.

 

MS-MUN3 Plasma Blade: A basket hilted plasma sword with the ability to quickly retract and extend it's bright red plasma blade in the blink of an eye. The fact that the plasma streaming out of the hilt actually follows the hilt when you swing it and remains in the shape and form of a blade is a small miracle of science. The fact that it only deals 2d6+Dex damage with the damage being treated as fire damage is...disappointing to say the least. The Ambassador can change the color of the blade by simply fiddling around with the settings, but he really doesn't see the point in doing it that often...it is mostly meant for ceremonial purposes after all.

Merit Level 2: This weapon is now Bound and it now deals 3d6+Dex damage

Merit Level 3: This weapon now deals 4d6+Dex damage

Merit Level 4: This weapon now ignores damage immunities

Merit Level 5: This weapon now deals 4d6+(Dex*1.2) damage.

 

R.O.L.L. Defense System: The durable suit of power armor has been designed in such a way that lets blows glance off the user if they were fast enough to get out of the way, adding +3 to their resistance stat rounded down.

Merit Level 2: This item is now bound and it grants an additional +2 to Resistance.

Crafting Roll Upgrade I: This item now has a 10% chance to grant a bonus of +1 Dexterity

Crafting Roll Upgrade 2: This item's chances of providing a +1 bonus to Dexterity has been increased to 20%

 

Ambush Hunter: By exploiting a target's complete and utter inability to react to his presence quickly enough the Ambassador can deal an additional 1d4 damage when he attacks a target that was already attacked this round or if the Ambassador currently has Void of Incomprehensibility up, in which case it also grants him first strike.
Level 2: This ability now adds 2d4 damage

Level 3: This ability now adds 3d4  damage

Level 4: This ability now adds 4d4 damage.
 

 

 


Move 1 (And only): Jun uses A.G.I.L.E. system on herself to multiply her Dexterity by 1.8.

 

Relevant passives: Jun has an 18% (Dexterity x 2) dodge chance from her perk before she buffs herself with A.G.I.L.E. system (which increases it to 16*2%)

Link to comment
Share on other sites

Toshiro downs an Ironskin potion before the fight

 

Toshiro draws out only his long-blade, wielding it with both hands with a sinister grin.  "Against a foolish creature like this I'll only need one blade. I mean come on, who gets them-self's stuck in ice, especially when this is it's home turf." With that snarky comment out of out the way he dashes forward at blinding speed and slashes at the beast.

 

Use Dash Tech as a free action to increase Dex by 1.5 for 1 turn

Use Rending Strike on the Strider dealing 2d6+1d4+Dex*1.5 damage

 

Loadout

 

 


HP: 30

Energy: 0/100 
Moves: 1

Stats: 21/21

Essence: 1
Constitution: 5
Dexterity: 9 (7+2)
Intelligence: 7
Resistance: 10 (1+6+3)
Strength: 0
Synergy: 0
 

Relevant Perks/Flaws

Way of the Shark: One of the Paths of the Hylotl, where they train their grit to never yield in battle. Whenever an attack lands 25% of damage dealt to enemies is healed back to Toshiro. Must be at least 1 HP.
 

Natural Paralysis: The Hylotl body is not equipped to handle any kind of electric shock. Whenever Toshiro is hit with an electric attack he will be stunned on his next action.
 

Actions

Actions: 6 Total Action Slots

-Actives
Rending Strike: A fundamental Hylotl sword technique using the long blade.
Level 1: Deals 2d6+Dex+[Equip Long Blade Bonus] damage
Level 2: Can now choose target up to 2 enemies with a 1 turn cooldown

Dash Tech: Give the user the ability to suddenly dash at great speeds a short distance forward.
Level 1:  Free action, Increase Dex by 1.5 for this round. 3 Round cooldown, must have a Dash Tech Card to use

Equipment:

Long Blade:
-Iron Katana: A basic single edged sword made by a Hyloti blacksmith. +1d4 Damage


Dash Tech Card: A highly advanced tech chip embedded in one’s body which allows for the user to do a superfast dash in a short distance.
+2 Dex
-Bound 

-Terraria Copper Helm:  A simple work-hardened copper helmet only slightly more protective than a skullcap.
+1 Res,
Set Bonus: if equipped with “Terraria Copper Chainmail and Greaves” this requires no action slot and grants an additional +2 Res.

-Terraria Copper Chainmail:  Roughly made chainmail that only occasionally loses a ring or two.
+2 Res.

-Terraria Copper Greaves: Hardened copper plates that come from the boot to the skirt of the chainmail.
+1 Res.

Link to comment
Share on other sites

Calvera readies herself, fire appearing in her hand.

"Fire out!"

 

Sun Boil on the Strider, aiming for a leg. ((3d6 + 13 damage))

 

Loadout:

Spoiler

-Actives
Sun Boil- A bolt of fire flies out to hit a target.

-(Level 1) Deals 2d6 + SYN damage.

-(Level 2) Deals 3d6 + SYN damage.

 

Gravity Well- Calvera creates a pocket of strong gravity, drawing together enemies, allowing them all to be hit by single-target attacks as if they were AoEs.

-(Level 1) Target Limit: 2; Duration: 1 turn (end of Calvera's next turn); Cooldown: 3 turns.

-(Level 2) Target Limit: 3; Duration: 1 turn; Cooldown: 3 turns.

-(Level 3) Target Limit: 3; Duration: 2 turns; Cooldown: 3 turns.
 

 

-Passives

Flare Up- When RX Calvera goes below 50% HP, she enters her Solar Form. 

-(Level 1) Grants her 2x SYN for 2 turns. Once per encounter. Cannot Self-proc.

 

Size Matters (Trick)- RX Calvera gets a bonus to her SYN in combat.

-(Level 1) +10% SYN
 

Emit Heat (Trick)- Calvera radiates a small amount of heat around herself and those nearby, allowing her to easily resist the effects of exposure to cold weather.
 

 

-Trumps

Neutron- RX Calvera brightens, and turns white, shrinking to the size of a grain of sand. Afterwards, she expands as she fires out a giant beam of x-ray radiation.

-(Level 1) For 1 turn, she is untargetable. At the end of that 1 turn, she deals [SYN*3] damage to a given target. Must be in Solar Form. Once per encounter.

 

Edited by Projeck
Link to comment
Share on other sites

She was the first to hear it's approach. Already, she'd had the staff in hand, turning to face the monstrosity as it appeared through the trees. By the time the others had noticed and it was leaping through the air, her beasts had scurried off to safety, dragon's breath welled in her chest, and a vicious spell was on the tip of her tongue...

 

"You're mine."

 

Thunderous noise, horrid noise, like a banshees shriek. It shredded the air like fine tissue, sundering the snow laden winds...

 

At the start of the encounter, Lucille Mimicked Brachus' Restorative breath! She will be using his Synergy for the purpose of said skill!

(Mimicry allows the user to copy an ability from their bound beasts into their "mimicry" slot, and may be used at the start of encounters as a free action. Brachus' Synergy is 5 for the purpose of this skill. See loadout for further inquiries)

Lucille unleashes her standard Edge of Silence against the Borean Strider!

(The Darksteel Quartz Cane grants +6 Int to all Thaumic Spells. Edge of Silence's standard version deals 2 undodgeable, res-ignoring hits which deal {1d3+Int(13+6)}*1.3x damage each.)

Using her extra action, Lucille will unleash the alternate version of Edge of Silence on the Borean Strider; She aims at it's legs in an attempt to knock it off balance!

("Uncanny Senses" allows the user to make an extra action every 3 turns, starting turn 1. EoS' Alternate Version strikes the target with a single concussive blast that violently throws them away)

 

Loadout

Spoiler

Lucille 

 

28/28 HP

6/14 Bonds

 

Essence: 7 
Constitution: 4 
Dexterity: 7 
Intelligence: 13
Resistance: 16
Strength: 1 
Synergy: 2

Relevant Perks

The 3rd Instance: [When Lucille casts a thaumaturgical Spell/Ritual, the numerical effects of said spell/ritual are boosted by 1.3x]

Beast Heart: [Lucille has a number of "Bonds" equal to her Essence*2. These "Bonds" can be expended to bind living, non-sapient beasts/monsters and turn them into companions under her control. Binding beasts requires Lucille to spend her action forming a Bond with them, at which point a number of bonds equal to ½ the Beast's Int will be expended (rounded down), with a minimum requirement of 1. If Lucille doesn't have enough open Bonds available to satisfy this cost, the binding fails. The bonds expended on them will be restored to Lucille upon either the Creature being reduced to zero hp in battle and dying, or by her dismissing them, which may be done at any time as a free action. Bound Beasts who are dismissed will never turn hostile towards Lucille or her companions unless attacked after the fact. Bound Beasts have Stats and Actions identical to their normal counterparts, and act simultaneously with Lucille during her turns.]

 

Slots: 7

Mimicry Slot: 1

 

Mimicry Slot 

Restorative Breath- The specimen opens Its mouth and exudes a breath filled with rejuvenating essence, healing wounds and soothing pains. It seems to be especially powerful when used on fellow Draconic entities [Heal 1d6+Syn(5) Health. When used against fellow Dragons, heals 2d10+Syn(5) Health instead.]

 

Actives (2)

Edge of Silence*- The user employs a Thaumic Formula via either an Incantation or Inscription of a Sigil, in order to create a ripple in Animus and thus spawn a wondrous effect into the physical world. Consisting of the Aspects <Sound, Multi-, Blade>, This Formula prompts sonic energy to be produced, which then promptly forms into vorpal blades that slice into a target.
~Current Effects~ [Active. Thaumaturgical Spell. Launches 2 attacks that deal (1d3+Int) sonic damage each, and may both be aimed either at the same, or different targets. These attacks are undodgeable, and ignore Damage Reductions, though Damage Immunities still apply. Lucille may choose to cast this spell as a single concussive blast that causes targets to be thrown violently away.] 

 

Mimicry- The user reaches out over their bonds and channel's the latent abilities of one of their companions, employing them as their own. While the use of this technique can lead to altered physical traits to better accommodate the abilities channeled, it is incapable of drastically transforming the body. 
~Current Effects~ [The user gains 1 'Mimicry Slot' which can only contain a passive/active ability from one of their bound beasts. Activating Mimicry counts as a free action when used at the start of encounters; by using this action the user may fill their Mimicry slot with an eligible ability, as well as declare whether they will use their beast's relevant stats or their own for the purposes of said ability. Once the slot is filled, they will have access to the copied ability until either the encounter ends, the beast in question dies, or the user voluntarily ceases mimicking it, which can be done as a free action. Abilities which would require the user to drastically alter their body to use effectively, such as growing wings, extra arms, etc. cannot be Mimicked]

 

Passives (1)

Uncanny Senses- Lucille has spent her entire life missing her sight, but her taste, smell, touch, hearing, and other senses have all been amplified in order to compensate. Though she cannot see, she actually has a far greater situational awareness than most sighted people, and is more than capable of functioning effectively in dangerous situations... [Passive Ability. While equipped, The user is able to make an extra action once every 3 rounds, starting turn 1 of combat.]

 

Trumps

 

Tricks

 

Equipment (4)

Darksteel Quartz Cane: A cane made of out of a peice of rebar which was converted to Darksteel and bent into proper shape. An attuned Quartz Crystal is set into it's hilt. Can be used for walking or as an improvised weapon. 

~Current Effects~[Bound. Deals 2d6+Dex/Ess Damage at Melee/Range, respectively. While equipped, Grants +6 Int when casting thaumic spells. The user can spend an action to ignite this weapon with holy fire, making it deal an additional Ess/4 damage for 2 turns.]

 

Draco Vest: A small but incredibly durable vest. At a glance it appears to be ordinary fabric, but upon further examination it's actually made up of countless overlapped wyvern scales, which harden upon impact to protect the user from harm. It has several pockets which have some stretch to them, and are durable enough to hold even magma. 
~Current Effect~ [Bound. Grants +6 Res while equipped. Able to carry extremely dangerous materials without risk.] 

 

Terrarian Silver Armor: (Comes in 3 pieces: Helm, Chestplate, and Greaves. Grants +8 Res and takes up 2 action slots when the full set is equipped)

 

Beasts

 

Link to comment
Share on other sites

Spoiler

Trick training: 8 vs 19,
Quality: 5,
Random Blitz: 65,

Leo thinks as he walks for a while, trying his hardest to remember that stupid spell.
After a bit it starts to come back to him, fuzzy, but there.  Man he was getting tired.
Leo learns:


"Frigid Shock"
Leo believes this spell will summon a cloud of ice magic above his target's head, causing so much cold that it creates a violent negative kelvin reaction that rains plasma on the target. Instead it has a predetermined alternate effect that will be discovered the first time it's used.

 

 

Leo downs an Iron skin potion before the fight!

 

"We wont be able to count on Frostbrute's help in this kind of environment! And the ice magic this thing puts off will only make it worse! Be careful!"

 

True to his word, frostbrute seems slower than normal. Takeing slower steps, leaning further forward. One might almost say it looks tired.

  So it stays at the back, out of the fight.

 

 

Leo aims to start strong, casting Frigid Shock

 

Loadout-

Spoiler

(Action level 1) Channel: The user channels mana from there soul to perform a fiatable action.
   (Trick level 1)-
The user may channel while preforming other actions, but only if there hands are free

 

Alternate Mana Casting: The user may attempt to cast a spell they know using a different type of mana, the effects of this are unknown until discovered. Spells cast like this require that at least 1 point of mana be spent.
 

(high quality Trick) Blizzard wind: The user cast a spell that kicks up an icy wind. Dealing 1d6 Ice damage to all foes.

 

(Trick) Frigid shock: Effect discovered when cast.

 

Snow bound: A well-made golemic Sword containing a multi material core made up of gold, iron, diamond and a soft putty, the body of a sentient AI known as Snow, who runs the blades functions. There is a metallic eye in the side of the guard that doubles as a hologram projector with a speaker under it, which snow often uses for herself. She has network and 3G connectivity, a usb connection port, and a scanner. In battle, she reveals her icy abilities.
Her blade is made of iron, with a shard of eternal ice running down the middle, specifically, a type of eternal ice that refuses to absorb heat. The handle is wrapped in leather, which is fused into the metal handel. Opposite the hologram projector is a sapphire.


Attacks with this weapon have inflict chill if the attacker succeeds a SYN vs RES check. chill increases the effectiveness of ice on the afflicted target to 150% for three turns. This weapon deals 1d4 damage, and regardless of if Snow is in reserve or equipped, so long as she remains in the inventory. She reveals and tracks any interesting or strong energy signatures, drawing attention to them.

      (Merit level 1): Precious and protected: This item cannot be targeted by equipment targeting effects and is soul bound.

 (Merit level 2): Cautious crafting: when attempting to craft on this item, failure will not result in detrimental or destructive consequences, nor will success include negative side effects. however, the difficultly of all crafting checks on this item are greatly increased.

Winter blade: The user uses a skill that wreaths a weapon in icy energy from there body, dealing weapon damage+STR Ice damage. Has a 10% (30% against targets weak to ice) chance of inflicting freeze for one turn, stunning them. Freeze is cured if the target is struck by an Fire attack and the attack is negated.

 

    Golem tech arm mounted computer: a custom-built arm mounted touch screen computer. It has a small touch screen with a curve to it, and can project hard light holographic screens and interfaces on command. Its Main purpose is to monitor and control golemic systems, but it IS a computer. It also includes a web browser, several utility programs, and…a few simple computer games, along with a few movies.

In battle this device can project a hard-light shield. granting plus+1 res. This item does not take up an action slot.

 

(Passive) Machine Synergy: When using mechanical or golemic equipment, the effectiveness of the equipment is boosted by 3, or by [Gm fiat] if No numerical values exist for that piece of equipment.  This does not take up an action slot

 

Night vision: This character can see in the dark far better than others.
   (level 2):This passive does not take up an action slot.

 

 

Link to comment
Share on other sites

Round 1

 

The Borean Strider tears its legs out of the ice and prepares to strike, icy wind already swirling around it.

 

Jun buffs herself, she now has 16 Dex for two rounds!

 

Toshiro dashes in to strike at the Strider, he manages to slide his blade under the icy armor of the beast to deliver a deep wound for 30 damage!

Con save: 17 vs 4, Toshiro ignores the freezing aura of the beast.

 

Lucille fires her first two blasts of sonic energy, slicing off large swaths of ice and snow dealing 13 and 14 damage.

 

The Strider picks up one of its massive legs and shakes loose several icicles over Lucille, most of the ice bounces off her heavy armor though.

 

Leo raises his hands to cast his spell, focuses, and watches a cloud start to develop over the Strider.  His expectations are quickly dashed though, as instead of creating arcs of plasma to lance the beast the cloud starts dripping icy rain onto it.  The water runs down its body and freezes over several of the cracks created in the ice by previous attacks.

(The Strider doesn’t take 3 cold damage)

 

Rose keeps her distance from the Borean Strider, trying not to look like an easy target.

 

The Strider does something with two of its rear legs before flinging two large globs of slick, rope-like web at Rose(who jumps out of the way) and Leo.
(Webbed targets are sent to the bottom of the Init ladder and must spend an move to free themselves if they wish to return to their previous place on the Init ladder)

 

Calvera blasts the Strider with flames, creating a crater in its icy armor.

 

Lucille follows up with her third strike, the blast knocks away a large puff of snow and deals 13 damage.

(15 vs 12) Lucille’s spell forces three of the Strider’s legs out from underneath it, hopefully it’ll take a second for it to stand up.

 

Theme:

Spoiler

 

Init:

Spoiler

16 Jun

14 Toshiro

11 Jun

10 Strider, Stun

9 Toshiro
7 Lucille

6 Jun

5 Strider

3 Rose

1 Strider

0 Calvera

-100 Leo

 

Average Dex: 5

Status:

Spoiler

Jun: 24/24, +7 Dex for two rounds,

Toshiro: 30/30, +3 Res,

Lucille: 28/28,

Leo: 24/24, +3 Res, Webbed,

Calvera: 30/30,

 

Rose: 68/68,

 

Borean Strider: Scratched,

Strider's Armor: Pockmarked.

 

Edited by StormLord
Link to comment
Share on other sites

Loadout



HP: 24
Moves: 9
 
Stats: (21/21)
 
Essence: 4
Constitution: 2
Dexterity: 9
Intelligence: 9
Resistance: 2+5
Strength: 2
Synergy: 1
Perks:
Weirdness Censor: The Ambassador has a Dex*2 chance of dodging an attack by simply causing the attacker to suddenly be overwhelmed by the ambassador's darting movements and increasingly incomprehensible appearance that they just mentally file the Ambassador as somebody else's problem.
Beyond the Veil: Grants the perk backed action "Void of Incomprehensibility".

Actions: 
(Perk Backed) Void of Incomprehensibility: The Ambassador can choose to over charge his personal field of chaos to the point where absolutely anything can be used to distract others enough to trigger mass change blindness and cause him to effectively disappear and become unable to become the target of any single target actions. The Ambassador must make an opposed Dex v Int check to stay in stealth if he has attacked the other participant in the opposed check, or if they had managed to successfully land a blow on Jun anyway. And he takes a malus to the roll that is equal to the other participant in the opposed check's Intelligence for every single success. He can choose to immediately end the stealth effect at will, and this ability can only be used once per encounter.
Level 2: Jun now gains a +3 to the first opposed check to remain hidden
Level 3: This action is now treated as being a First Strike action
Level 4: This action is now usable twice per encounter, but the second time it is used Jun must succeed on an opposed DexvInt check against the enemy closest in the initiative order to the move Jun uses to reactivate this action. Jun rolls twice for his roll and uses the lowest result.
 
A.G.I.L.E. system: The Ambassador's power armor comes equipped with the ability to climb up walls and "fly" in short bursts when inside a planet with Earthlike gravity, he can choose to temporarily overcharge this system and multiply his Dexterity or Strength stat by 1.2 for two rounds. Three round cooldown.
Level 2: Two round cooldown
Level 3: The multiplier is now 1.4
Level 4: The multiplier is now 1.6
Level 5: The multiplier is now 1.8 

(Trick) Extra Attack: Once per round when you make a basic weapon attack against a target you may follow up with an additional basic weapon attack against the same target as a free action.

MS-MUN3 Plasma Blade: A basket hilted plasma sword with the ability to quickly retract and extend it's bright red plasma blade in the blink of an eye. The fact that the plasma streaming out of the hilt actually follows the hilt when you swing it and remains in the shape and form of a blade is a small miracle of science. The fact that it only deals 2d6+Dex damage with the damage being treated as fire damage is...disappointing to say the least. The Ambassador can change the color of the blade by simply fiddling around with the settings, but he really doesn't see the point in doing it that often...it is mostly meant for ceremonial purposes after all.
Merit Level 2: This weapon is now Bound and it now deals 3d6+Dex damage
Merit Level 3: This weapon now deals 4d6+Dex damage
Merit Level 4: This weapon now ignores damage immunities
Merit Level 5: This weapon now deals 4d6+(Dex*1.2) damage.

R.O.L.L. Defense System: The durable suit of power armor has been designed in such a way that lets blows glance off the user if they were fast enough to get out of the way, adding +3 to their resistance stat rounded down.
Merit Level 2: This item is now bound and it grants an additional +2 to Resistance.
Crafting Roll Upgrade I: This item now has a 10% chance to grant a bonus of +1 Dexterity
Crafting Roll Upgrade 2: This item's chances of providing a +1 bonus to Dexterity has been increased to 20%
 
Ambush Hunter: By exploiting a target's complete and utter inability to react to his presence quickly enough the Ambassador can deal an additional 1d4 damage when he attacks a target that was already attacked this round or if the Ambassador currently has Void of Incomprehensibility up, in which case it also grants him first strike.
Level 2: This ability now adds 2d4 damage
Level 3: This ability now adds 3d4  damage
Level 4: This ability now adds 4d4 damage.

 

Move 1: Jun's hacks away at the Strider using her MS-MUN3 Plasma sword to deal damage to the Strider's (sorry waifu) armor, dealing 4d6+(16x1.2) damage to it, and triggering Extra attack and Ambush Hunter to deal an additional 4d6+(16x1.2)+4d4 damage.

Move 2: Jun uses her plasma sword to deal damage to the Strider's armor, dealing 4d6+(16x1.2)+4d4 damage to it, unless the Strider has already lost its armor (highly unlikely) in which case she uses her plasma sword to hack away at the Strider's legs.

Move 3: Jun does the exact same things he did using her last move assuming that she isn't dead or otherwise incapicated.

 

Relevant Passives: Ambush Hunter causes Jun to deal an additional +4d4 damage after the target has already been attacked before (The damage calculations assume that since the Strider and his armor technically shares an Initiative order, that it counts as the same target for Ambush Hunter/the Strider was already attacked before it was Jun's turn to move anyway).
Jun's Weirdness Censor perk provides a 32% innate dodge chance due to her Dexterity being counted as 16.

Link to comment
Share on other sites

Toshiro continues to slice away at the Strider, cutting through the gaps of the armor.

 

Use Rending Strike on the Strider dealing 2d6+1d4+Dex damage for both actions

 

Loadout

 

 


HP: 30


Moves: 1

Stats: 21/21

Essence: 1
Constitution: 5
Dexterity: 9 (7+2)
Intelligence: 7
Resistance: 10 (1+6+3)
Strength: 0
Synergy: 0
 

Relevant Perks/Flaws

Way of the Shark: One of the Paths of the Hylotl, where they train their grit to never yield in battle. Whenever an attack lands 25% of damage dealt to enemies is healed back to Toshiro. Must be at least 1 HP.
 

Natural Paralysis: The Hylotl body is not equipped to handle any kind of electric shock. Whenever Toshiro is hit with an electric attack he will be stunned on his next action.
 

Actions

Actions: 6 Total Action Slots

-Actives
Rending Strike: A fundamental Hylotl sword technique using the long blade.
Level 1: Deals 2d6+Dex+[Equip Long Blade Bonus] damage
Level 2: Can now choose target up to 2 enemies with a 1 turn cooldown

Dash Tech: Give the user the ability to suddenly dash at great speeds a short distance forward.
Level 1:  Free action, Increase Dex by 1.5 for this round. 3 Round cooldown, must have a Dash Tech Card to use

Equipment:

Long Blade:
-Iron Katana: A basic single edged sword made by a Hyloti blacksmith. +1d4 Damage


Dash Tech Card: A highly advanced tech chip embedded in one’s body which allows for the user to do a superfast dash in a short distance.
+2 Dex
-Bound 

-Terraria Copper Helm:  A simple work-hardened copper helmet only slightly more protective than a skullcap.
+1 Res,
Set Bonus: if equipped with “Terraria Copper Chainmail and Greaves” this requires no action slot and grants an additional +2 Res.

-Terraria Copper Chainmail:  Roughly made chainmail that only occasionally loses a ring or two.
+2 Res.

-Terraria Copper Greaves: Hardened copper plates that come from the boot to the skirt of the chainmail.
+1 Res.
 

 

Link to comment
Share on other sites

The girl's fury does not cease as she assaults the spider; the vicious power of her last shout is succeeded by yet another, this time aimed at the beast's mug. Despite the howling winds the roar of her spell is breifly the only thing that can be heard for miles around, it's thunderous resonance eerily reminscent of a dragon roaring.

      The same sensation from before is back. The symphony of otherworldly sounds, subtle yet boisterously loud at the same time, filling her ears like water to a basin. But she ignores it, for now. There is resistance to break, monsters to tame, and dominance to be established...far more important than any phantasmal oddities at the edge of her hearing.

 

Lucille will again unleash the alternate version of Edge of Silence, aiming at the Spider's face and attempting to disorient it from the blast!

(EoS' standard version deals 2 res-bypassing, undodgeable hits for {1d3+Int(19)}*1.3 each. It's Alternate Version strikes the target with only a single concussive blast, but violently throws them away)

 

Loadout

Spoiler

Lucille 

 

28/28 HP

6/14 Bonds

 

Essence: 7 
Constitution: 4 
Dexterity: 7 
Intelligence: 13
Resistance: 16
Strength: 1 
Synergy: 2

Relevant Perks

The 3rd Instance: [When Lucille casts a thaumaturgical Spell/Ritual, the numerical effects of said spell/ritual are boosted by 1.3x]

Beast Heart: [Lucille has a number of "Bonds" equal to her Essence*2. These "Bonds" can be expended to bind living, non-sapient beasts/monsters and turn them into companions under her control. Binding beasts requires Lucille to spend her action forming a Bond with them, at which point a number of bonds equal to ½ the Beast's Int will be expended (rounded down), with a minimum requirement of 1. If Lucille doesn't have enough open Bonds available to satisfy this cost, the binding fails. The bonds expended on them will be restored to Lucille upon either the Creature being reduced to zero hp in battle and dying, or by her dismissing them, which may be done at any time as a free action. Bound Beasts who are dismissed will never turn hostile towards Lucille or her companions unless attacked after the fact. Bound Beasts have Stats and Actions identical to their normal counterparts, and act simultaneously with Lucille during her turns.]

 

Slots: 7

Mimicry Slot: 1

 

Mimicry Slot 

Restorative Breath- The specimen opens Its mouth and exudes a breath filled with rejuvenating essence, healing wounds and soothing pains. It seems to be especially powerful when used on fellow Draconic entities [Heal 1d6+Syn(5) Health. When used against fellow Dragons, heals 2d10+Syn(5) Health instead.]

 

Actives (2)

Edge of Silence*- The user employs a Thaumic Formula via either an Incantation or Inscription of a Sigil, in order to create a ripple in Animus and thus spawn a wondrous effect into the physical world. Consisting of the Aspects <Sound, Multi-, Blade>, This Formula prompts sonic energy to be produced, which then promptly forms into vorpal blades that slice into a target.
~Current Effects~ [Active. Thaumaturgical Spell. Launches 2 attacks that deal (1d3+Int) sonic damage each, and may both be aimed either at the same, or different targets. These attacks are undodgeable, and ignore Damage Reductions, though Damage Immunities still apply. Lucille may choose to cast this spell as a single concussive blast that causes targets to be thrown violently away.] 

 

Mimicry- The user reaches out over their bonds and channel's the latent abilities of one of their companions, employing them as their own. While the use of this technique can lead to altered physical traits to better accommodate the abilities channeled, it is incapable of drastically transforming the body. 
~Current Effects~ [The user gains 1 'Mimicry Slot' which can only contain a passive/active ability from one of their bound beasts. Activating Mimicry counts as a free action when used at the start of encounters; by using this action the user may fill their Mimicry slot with an eligible ability, as well as declare whether they will use their beast's relevant stats or their own for the purposes of said ability. Once the slot is filled, they will have access to the copied ability until either the encounter ends, the beast in question dies, or the user voluntarily ceases mimicking it, which can be done as a free action. Abilities which would require the user to drastically alter their body to use effectively, such as growing wings, extra arms, etc. cannot be Mimicked]

 

Passives (1)

Uncanny Senses- Lucille has spent her entire life missing her sight, but her taste, smell, touch, hearing, and other senses have all been amplified in order to compensate. Though she cannot see, she actually has a far greater situational awareness than most sighted people, and is more than capable of functioning effectively in dangerous situations... [Passive Ability. While equipped, The user is able to make an extra action once every 3 rounds, starting turn 1 of combat.]

 

Trumps

 

Tricks

 

Equipment (4)

Darksteel Quartz Cane: A cane made of out of a peice of rebar which was converted to Darksteel and bent into proper shape. An attuned Quartz Crystal is set into it's hilt. Can be used for walking or as an improvised weapon. 

~Current Effects~[Bound. Deals 2d6+Dex/Ess Damage at Melee/Range, respectively. While equipped, Grants +6 Int when casting thaumic spells. The user can spend an action to ignite this weapon with holy fire, making it deal an additional Ess/4 damage for 2 turns.]

 

Draco Vest: A small but incredibly durable vest. At a glance it appears to be ordinary fabric, but upon further examination it's actually made up of countless overlapped wyvern scales, which harden upon impact to protect the user from harm. It has several pockets which have some stretch to them, and are durable enough to hold even magma. 
~Current Effect~ [Bound. Grants +6 Res while equipped. Able to carry extremely dangerous materials without risk.] 

 

Terrarian Silver Armor: (Comes in 3 pieces: Helm, Chestplate, and Greaves. Grants +8 Res and takes up 2 action slots when the full set is equipped)

 

Beasts

 

Link to comment
Share on other sites

Calvera notes the crater, and grins.

 

Sun Boil again on the same spot.

 

Spoiler

-Actives
Sun Boil- A bolt of fire flies out to hit a target.

-(Level 1) Deals 2d6 + SYN damage.

-(Level 2) Deals 3d6 + SYN damage.

 

Gravity Well- Calvera creates a pocket of strong gravity, drawing together enemies, allowing them all to be hit by single-target attacks as if they were AoEs.

-(Level 1) Target Limit: 2; Duration: 1 turn (end of Calvera's next turn); Cooldown: 3 turns.

-(Level 2) Target Limit: 3; Duration: 1 turn; Cooldown: 3 turns.

-(Level 3) Target Limit: 3; Duration: 2 turns; Cooldown: 3 turns.
 

 

-Passives

Flare Up- When RX Calvera goes below 50% HP, she enters her Solar Form. 

-(Level 1) Grants her 2x SYN for 2 turns. Once per encounter. Cannot Self-proc.

 

Size Matters (Trick)- RX Calvera gets a bonus to her SYN in combat.

-(Level 1) +10% SYN
 

Emit Heat (Trick)- Calvera radiates a small amount of heat around herself and those nearby, allowing her to easily resist the effects of exposure to cold weather.
 

 

-Trumps

Neutron- RX Calvera brightens, and turns white, shrinking to the size of a grain of sand. Afterwards, she expands as she fires out a giant beam of x-ray radiation.

-(Level 1) For 1 turn, she is untargetable. At the end of that 1 turn, she deals [SYN*3] damage to a given target. Must be in Solar Form. Once per encounter.

 

Link to comment
Share on other sites

"Ok not what i had in mind!"

 

Reminder, thanks to the combined effects of machine synergy, and the golem computer, leo has an additional four res

Leo ignoring the webs alternate cast blizzard wind with ruby mana, from the ruby ring he got earlier. paying the one mana activation cost.

 

Link to comment
Share on other sites

Round 2:

 

Jun attacks the Strider’s armor, slashing away at the snow and icy quickly turning large amounts into steam.

Con saves: 17 vs 8, 20 vs 5, Jun survives the cold.

 

Toshiro’s rending strike deals 10 damage to the Strider and knocks off some loose snow.

Con save: 10 vs 20, the cold starts to sap Toshiro’s strength, he takes 2 damage.

 

Jun swings again.

Con save: 3 vs 14, the cold starts to sap Jun’s strength, she takes 3 damage.

 

The Strider stands, it doesn’t look happy.

 

Toshiro attacks again for 7 damage.

Con save: 12 vs 5, Toshiro survives the cold.

 

Lucille summons her blast of sound dealing 13 damage.

(13 vs 5) The Strider staggers back a half step from the force.

 

Jun strikes again, by this point there isn’t much icy left on the beast, revealing the ugly, boring, grey monster underneath.

Con save: 13 vs 10, Jun survives the cold.

 

The Strider lifts up four of its legs and tries to stomp down on Toshrio, Lucille, Rose, and Calvera.

It flat out misses Toshiro, it deals 7 damage to Lucille, 12 damage to Rose, and 15 to Calvera.

 

Rose tries to pull herself out of the way before the Strider attacks again.

 

The Strider reaches back and throws out two more globs of web, hitting Jun(55) and Lucille.

(Webbed targets are sent to the bottom of the Init ladder and must spend an move to free themselves if they wish to return to their previous place on the Init ladder)

 

Calvera boils away the last of the Borean Strider’s icy armor and deals another 9 damage.

She catches a glimpse of a darting shadow that looked like it was inside the Strider’s pale bulging abdomen, it was probably nothing.

 

Leo unsticks his arms and hands from the web and pulls out the ruby ring, with it he starts casting a firestorm that deals 1 fire damage to the Strider.

 

Theme:

Spoiler

 

Init:

Spoiler

10 Strider

9 Toshiro

5 Strider

3 Rose

1 Strider

0 Calvera

-100 Jun(x3)

-100 Lucille

-100 Leo

 

Average Dex: 5

Status:

Spoiler

Jun: 21/24, +7 Dex for 1 round, Webbed,

Toshiro: 30/30, +3 Res,

Lucille: 21/28, Webbed,

Leo: 24/24, +3 Res, Webbed,

Calvera: 15/30,

 

Rose: 56/68,

 

Borean Strider: Lightly wounded,

Strider's Armor: Turned to steam.

 

Edited by StormLord
Link to comment
Share on other sites

"I would REALLY appreciate it, if we could kill this now!"

Calvera's hand instantly goes to her arm upon getting hit, she's getting a bit pissed.

 

Calvera uses Neutron (if she dips below 50% hp.) otherwise, use Sun Boil again.

 

Spoiler

-Actives
Sun Boil- A bolt of fire flies out to hit a target.

-(Level 1) Deals 2d6 + SYN damage.

-(Level 2) Deals 3d6 + SYN damage.

 

Gravity Well- Calvera creates a pocket of strong gravity, drawing together enemies, allowing them all to be hit by single-target attacks as if they were AoEs.

-(Level 1) Target Limit: 2; Duration: 1 turn (end of Calvera's next turn); Cooldown: 3 turns.

-(Level 2) Target Limit: 3; Duration: 1 turn; Cooldown: 3 turns.

-(Level 3) Target Limit: 3; Duration: 2 turns; Cooldown: 3 turns.
 

 

-Passives

Flare Up- When RX Calvera goes below 50% HP, she enters her Solar Form. 

-(Level 1) Grants her 2x SYN for 2 turns. Once per encounter. Cannot Self-proc.

 

Size Matters (Trick)- RX Calvera gets a bonus to her SYN in combat.

-(Level 1) +10% SYN
 

Emit Heat (Trick)- Calvera radiates a small amount of heat around herself and those nearby, allowing her to easily resist the effects of exposure to cold weather.
 

 

-Trumps

Neutron- RX Calvera brightens, and turns white, shrinking to the size of a grain of sand. Afterwards, she expands as she fires out a giant beam of x-ray radiation.

-(Level 1) For 1 turn, she is untargetable. At the end of that 1 turn, she deals [SYN*3] damage to a given target. Must be in Solar Form. Once per encounter.

 

Link to comment
Share on other sites

"Heh, come on, aren't ya having fun? Besides, we're trying to NOT kill this thing remember?"

Toshiro responded savoring the battle while continuing to slash at the ice spider.

 

Use Rending Strike on the Strider dealing 2d6+1d4+Dex damage

 

Loadout



HP: 30


Moves: 1

Stats: 21/21

Essence: 1
Constitution: 5
Dexterity: 9 (7+2)
Intelligence: 7
Resistance: 10 (1+6+3)
Strength: 0
Synergy: 0
 

Relevant Perks/Flaws

Way of the Shark: One of the Paths of the Hylotl, where they train their grit to never yield in battle. Whenever an attack lands 25% of damage dealt to enemies is healed back to Toshiro. Must be at least 1 HP.
 

Natural Paralysis: The Hylotl body is not equipped to handle any kind of electric shock. Whenever Toshiro is hit with an electric attack he will be stunned on his next action.
 

Actions

Actions: 6 Total Action Slots

-Actives
Rending Strike: A fundamental Hylotl sword technique using the long blade.
Level 1: Deals 2d6+Dex+[Equip Long Blade Bonus] damage
Level 2: Can now choose target up to 2 enemies with a 1 turn cooldown

Dash Tech: Give the user the ability to suddenly dash at great speeds a short distance forward.
Level 1:  Free action, Increase Dex by 1.5 for this round. 3 Round cooldown, must have a Dash Tech Card to use

Equipment:

Long Blade:
-Iron Katana: A basic single edged sword made by a Hyloti blacksmith. +1d4 Damage


Dash Tech Card: A highly advanced tech chip embedded in one’s body which allows for the user to do a superfast dash in a short distance.
+2 Dex
-Bound 

-Terraria Copper Helm:  A simple work-hardened copper helmet only slightly more protective than a skullcap.
+1 Res,
Set Bonus: if equipped with “Terraria Copper Chainmail and Greaves” this requires no action slot and grants an additional +2 Res.

-Terraria Copper Chainmail:  Roughly made chainmail that only occasionally loses a ring or two.
+2 Res.

-Terraria Copper Greaves: Hardened copper plates that come from the boot to the skirt of the chainmail.
+1 Res.

Link to comment
Share on other sites

Loadout



HP: 21/24
Moves: 9 (16 for 1 more round)
 
Stats: (21/21)
 
Essence: 4
Constitution: 2
Dexterity: 9 (16 for 1 more round)
Intelligence: 9
Resistance: 2+5
Strength: 2
Synergy: 1
Perks:
Weirdness Censor: The Ambassador has a Dex*2 chance of dodging an attack by simply causing the attacker to suddenly be overwhelmed by the ambassador's darting movements and increasingly incomprehensible appearance that they just mentally file the Ambassador as somebody else's problem.
Beyond the Veil: Grants the perk backed action "Void of Incomprehensibility".

Actions: 
(Perk Backed) Void of Incomprehensibility: The Ambassador can choose to over charge his personal field of chaos to the point where absolutely anything can be used to distract others enough to trigger mass change blindness and cause him to effectively disappear and become unable to become the target of any single target actions. The Ambassador must make an opposed Dex v Int check to stay in stealth if he has attacked the other participant in the opposed check, or if they had managed to successfully land a blow on Jun anyway. And he takes a malus to the roll that is equal to the other participant in the opposed check's Intelligence for every single success. He can choose to immediately end the stealth effect at will, and this ability can only be used once per encounter.
Level 2: Jun now gains a +3 to the first opposed check to remain hidden
Level 3: This action is now treated as being a First Strike action
Level 4: This action is now usable twice per encounter, but the second time it is used Jun must succeed on an opposed DexvInt check against the enemy closest in the initiative order to the move Jun uses to reactivate this action. Jun rolls twice for his roll and uses the lowest result.
 
A.G.I.L.E. system: The Ambassador's power armor comes equipped with the ability to climb up walls and "fly" in short bursts when inside a planet with Earthlike gravity, he can choose to temporarily overcharge this system and multiply his Dexterity or Strength stat by 1.2 for two rounds. Three round cooldown.
Level 2: Two round cooldown
Level 3: The multiplier is now 1.4
Level 4: The multiplier is now 1.6
Level 5: The multiplier is now 1.8 

(Trick) Extra Attack: Once per round when you make a basic weapon attack against a target you may follow up with an additional basic weapon attack against the same target as a free action.

MS-MUN3 Plasma Blade: A basket hilted plasma sword with the ability to quickly retract and extend it's bright red plasma blade in the blink of an eye. The fact that the plasma streaming out of the hilt actually follows the hilt when you swing it and remains in the shape and form of a blade is a small miracle of science. The fact that it only deals 2d6+Dex damage with the damage being treated as fire damage is...disappointing to say the least. The Ambassador can change the color of the blade by simply fiddling around with the settings, but he really doesn't see the point in doing it that often...it is mostly meant for ceremonial purposes after all.
Merit Level 2: This weapon is now Bound and it now deals 3d6+Dex damage
Merit Level 3: This weapon now deals 4d6+Dex damage
Merit Level 4: This weapon now ignores damage immunities
Merit Level 5: This weapon now deals 4d6+(Dex*1.2) damage.

R.O.L.L. Defense System: The durable suit of power armor has been designed in such a way that lets blows glance off the user if they were fast enough to get out of the way, adding +3 to their resistance stat rounded down.
Merit Level 2: This item is now bound and it grants an additional +2 to Resistance.
Crafting Roll Upgrade I: This item now has a 10% chance to grant a bonus of +1 Dexterity
Crafting Roll Upgrade 2: This item's chances of providing a +1 bonus to Dexterity has been increased to 20%
 
Ambush Hunter: By exploiting a target's complete and utter inability to react to his presence quickly enough the Ambassador can deal an additional 1d4 damage when he attacks a target that was already attacked this round or if the Ambassador currently has Void of Incomprehensibility up, in which case it also grants him first strike.
Level 2: This ability now adds 2d4 damage
Level 3: This ability now adds 3d4  damage
Level 4: This ability now adds 4d4 damage.

 

Move 1: Jun hack away at the web rooting her to the floor to free herself from it.

Move 2: Jun uses her plasma sword to deal damage to the Strider itself by swinging at its legs twice, dealing 4d6+(16x1.2)+4d4 damage to it twice unless, unless the Strider has somehow managed to not get hit by an attack at all before Jun could move (unlikely). 

Move 3: Jun deals 4d6+(16x1.2)+4d4 damage to the Strider by attacking it with her plasma sword again.


Relevant Passives: Ambush Hunter causes Jun to deal an additional +4d4 damage after the target has already been attacked before.
Jun's Weirdness Censor perk provides a 32% innate dodge chance due to her Dexterity being counted as 16.

Link to comment
Share on other sites

Something sticks and binds to her armor, fine gosmer threads forming a disgusting prison. Her struggles in the physical form end in vain, but the power welling within grows evermore; like the swell of the ocean tide it rises, becoming a mighty wave of that crashes down upon the world around her in tandem with the steadily increasing wrath. To be bound and helpless, a feeling not unfamiliar, yet foreign enough she cannot recall from where she previously knew it. For the first time in her life, this body feels... stiffling, like a great flame smothered by sand, lightning trapped within a jar. And for the first time in her life, the stopper is removed.

    She knew not the words pouring off her tongue; for they were not the incantations native to thaumic mages, nor did they hail from any tongue she knew in her homeworld. Yet just as with the sensation of imprisonment, this too is familiar. Far too familiar. 

 

Familiar enough that she instinctively knows the words themselves hold no power. Ancient, yes, but deadly? No. They are merely the vehicle by which the power is made manifest, power which could shatter reality. Power which made the Thaumic Arts look like a poor-mans imitation. 

    "MYT SAI-TAL DEVA!"

 

For a moment, nothing. But it is breif, and in the next moment, the power released tore through the air with a baying befitting wolves. Rabid, wild, vile, they shred not only the threads of Gossmer, but of reality itself. Chords are struck, chords are severed. For once, the myriad of background noises makes sense. The resonance of all the things around them, the resonance of this world itself. 

 

But as glroious as the period of enlightenment on the phenomenon is, its just as fleeting. There for that moment...

 

already beginning to fade come the next.

 

But one way or another, the beastmancer is freed. Strips of silk encircle her like confetti. Despite seeing nothing, her eyes nonetheless level a vicious glare upon the spider: the glare of a mother quickly losing her patience.

 

Lucille spends her action freeing herself from the webbing (in rather spectacularly mystical fashion)

 

Loadout

Spoiler

Lucille 

 

21/28 HP

6/14 Bonds

 

Essence: 7 
Constitution: 4 
Dexterity: 7 
Intelligence: 13
Resistance: 16
Strength: 1 
Synergy: 2

Relevant Perks

The 3rd Instance: [When Lucille casts a thaumaturgical Spell/Ritual, the numerical effects of said spell/ritual are boosted by 1.3x]

Beast Heart: [Lucille has a number of "Bonds" equal to her Essence*2. These "Bonds" can be expended to bind living, non-sapient beasts/monsters and turn them into companions under her control. Binding beasts requires Lucille to spend her action forming a Bond with them, at which point a number of bonds equal to ½ the Beast's Int will be expended (rounded down), with a minimum requirement of 1. If Lucille doesn't have enough open Bonds available to satisfy this cost, the binding fails. The bonds expended on them will be restored to Lucille upon either the Creature being reduced to zero hp in battle and dying, or by her dismissing them, which may be done at any time as a free action. Bound Beasts who are dismissed will never turn hostile towards Lucille or her companions unless attacked after the fact. Bound Beasts have Stats and Actions identical to their normal counterparts, and act simultaneously with Lucille during her turns.]

 

Slots: 7

Mimicry Slot: 1

 

Mimicry Slot 

Restorative Breath- The specimen opens Its mouth and exudes a breath filled with rejuvenating essence, healing wounds and soothing pains. It seems to be especially powerful when used on fellow Draconic entities [Heal 1d6+Syn(5) Health. When used against fellow Dragons, heals 2d10+Syn(5) Health instead.]

 

Actives (2)

Edge of Silence*- The user employs a Thaumic Formula via either an Incantation or Inscription of a Sigil, in order to create a ripple in Animus and thus spawn a wondrous effect into the physical world. Consisting of the Aspects <Sound, Multi-, Blade>, This Formula prompts sonic energy to be produced, which then promptly forms into vorpal blades that slice into a target.
~Current Effects~ [Active. Thaumaturgical Spell. Launches 2 attacks that deal (1d3+Int) sonic damage each, and may both be aimed either at the same, or different targets. These attacks are undodgeable, and ignore Damage Reductions, though Damage Immunities still apply. Lucille may choose to cast this spell as a single concussive blast that causes targets to be thrown violently away.] 

 

Mimicry- The user reaches out over their bonds and channel's the latent abilities of one of their companions, employing them as their own. While the use of this technique can lead to altered physical traits to better accommodate the abilities channeled, it is incapable of drastically transforming the body. 
~Current Effects~ [The user gains 1 'Mimicry Slot' which can only contain a passive/active ability from one of their bound beasts. Activating Mimicry counts as a free action when used at the start of encounters; by using this action the user may fill their Mimicry slot with an eligible ability, as well as declare whether they will use their beast's relevant stats or their own for the purposes of said ability. Once the slot is filled, they will have access to the copied ability until either the encounter ends, the beast in question dies, or the user voluntarily ceases mimicking it, which can be done as a free action. Abilities which would require the user to drastically alter their body to use effectively, such as growing wings, extra arms, etc. cannot be Mimicked]

 

Passives (1)

Uncanny Senses- Lucille has spent her entire life missing her sight, but her taste, smell, touch, hearing, and other senses have all been amplified in order to compensate. Though she cannot see, she actually has a far greater situational awareness than most sighted people, and is more than capable of functioning effectively in dangerous situations... [Passive Ability. While equipped, The user is able to make an extra action once every 3 rounds, starting turn 1 of combat.]

 

Trumps

 

Tricks

 

Equipment (4)

Darksteel Quartz Cane: A cane made of out of a peice of rebar which was converted to Darksteel and bent into proper shape. An attuned Quartz Crystal is set into it's hilt. Can be used for walking or as an improvised weapon. 

~Current Effects~[Bound. Deals 2d6+Dex/Ess Damage at Melee/Range, respectively. While equipped, Grants +6 Int when casting thaumic spells. The user can spend an action to ignite this weapon with holy fire, making it deal an additional Ess/4 damage for 2 turns.]

 

Draco Vest: A small but incredibly durable vest. At a glance it appears to be ordinary fabric, but upon further examination it's actually made up of countless overlapped wyvern scales, which harden upon impact to protect the user from harm. It has several pockets which have some stretch to them, and are durable enough to hold even magma. 
~Current Effect~ [Bound. Grants +6 Res while equipped. Able to carry extremely dangerous materials without risk.] 

 

Terrarian Silver Armor: (Comes in 3 pieces: Helm, Chestplate, and Greaves. Grants +8 Res and takes up 2 action slots when the full set is equipped)

 

Beasts

 

Link to comment
Share on other sites

Round 3:

 

The Strider rears up again and stomps Jun, Toshiro, Rose, and Calvera.

(41)Jun takes 13 damage, Toshiro takes 3 damage, Rose 4 damage, and Calvera takes 12 damage.

 

After being struck and nearly killed Calvera shrinks to a tiny glowing speck.

 

Toshiro slashes at the Strider for 17 damage, he gains 4 HP from his lifesteal.

 

The Strider summons a blast of ice and sends it at Toshiro.

(16 vs 17) Toshiro becomes frozen in a rather large amount of ice.

 

Rose dives for cover.

 

The Strider slams its legs down again,

(14)Jun swiftly pulls herself out of the way, Lucille takes 13 damage, Leo takes 4 damage, and Rose is already out of the way.

 

Calvera expands and fires a massive blast of radiation at the Strider dealing 72 damage to it.

 

Jun frees herself from the webs before dealing 44, 39, and 36 damage to the Strider.

 

With a spectacular display of force Lucille frees herself.

 

Leo follows suit and cuts his own bonds as well.

 

The Borean Strider collapsed to the ground from the shear onslaught of fire and radiation, still quite alive it twitched and squirmed, trying with every ounce of its being to stand and fight.

Right at this point in time splits and cracks became visible in its abdomen mere seconds before it tore open revealing its true nature.  Hundreds if not thousands of “normal” sized spiders similar in coloration poured from the eggsack on their mother’s back, with them several larger spiders(about three or four feet tall) also crawled out.

Most of the Strider’s children simply ran, covering the white snow in a tide of grey and black specks.  Inevitably some of the smaller spiders moved in the party’s direction, just as well the larger children stayed to directly confront them.

 

Theme:

Spoiler

 

Init:

Spoiler

10 Strider

9 Jun

9 Toshiro, Stun,

7 Lucille

6 Borean Weavers

5 Strider

3 Leo

3 Rose

1 Strider

0 Calvera

0 Weaver Swarms

 

 

Average Dex: 5

Status:

Spoiler

Jun: 8/24,

Toshiro: 30/30, +3 Res, Stunned,

Lucille: 8/28,

Leo: 20/24, +3 Res,

Calvera: 3/30,

 

Rose: 56/68,

 

Borean Strider: Heavily wounded, Popped,

Borean Weaver(x4): Healthy,

Weaver Swarm(x2): Healthy,

 

Link to comment
Share on other sites

"I FEAR YOU NOT, VILE BEASTS!"

Calvera, now a figure of pure fire and immense heat, rages with her flames.

 

Cast Gravity Well on 2 Weaver Swarms, and a Borean Weaver.

 

Spoiler

-Actives
Sun Boil- A bolt of fire flies out to hit a target.

-(Level 1) Deals 2d6 + SYN damage.

-(Level 2) Deals 3d6 + SYN damage.

 

Gravity Well- Calvera creates a pocket of strong gravity, drawing together enemies, allowing them all to be hit by single-target attacks as if they were AoEs.

-(Level 1) Target Limit: 2; Duration: 1 turn (end of Calvera's next turn); Cooldown: 3 turns.

-(Level 2) Target Limit: 3; Duration: 1 turn; Cooldown: 3 turns.

-(Level 3) Target Limit: 3; Duration: 2 turns; Cooldown: 3 turns.
 

 

-Passives

Flare Up- When RX Calvera goes below 50% HP, she enters her Solar Form. 

-(Level 1) Grants her 2x SYN for 2 turns. Once per encounter. Cannot Self-proc.

 

Size Matters (Trick)- RX Calvera gets a bonus to her SYN in combat.

-(Level 1) +10% SYN
 

Emit Heat (Trick)- Calvera radiates a small amount of heat around herself and those nearby, allowing her to easily resist the effects of exposure to cold weather.
 

 

-Trumps

Neutron- RX Calvera brightens, and turns white, shrinking to the size of a grain of sand. Afterwards, she expands as she fires out a giant beam of x-ray radiation.

-(Level 1) For 1 turn, she is untargetable. At the end of that 1 turn, she deals [SYN*3] damage to a given target. Must be in Solar Form. Once per encounter.

 

Link to comment
Share on other sites

Loadout

 

HP: 8/24
Moves: 9 (16 for 1 more round)
 
Stats: (21/21)
 
Essence: 4
Constitution: 2
Dexterity: 9
Intelligence: 9
Resistance: 2+5
Strength: 2
Synergy: 1
Perks:
Weirdness Censor: The Ambassador has a Dex*2 chance of dodging an attack by simply causing the attacker to suddenly be overwhelmed by the ambassador's darting movements and increasingly incomprehensible appearance that they just mentally file the Ambassador as somebody else's problem.
Beyond the Veil: Grants the perk backed action "Void of Incomprehensibility".

Actions: 
(Perk Backed) Void of Incomprehensibility: The Ambassador can choose to over charge his personal field of chaos to the point where absolutely anything can be used to distract others enough to trigger mass change blindness and cause him to effectively disappear and become unable to become the target of any single target actions. The Ambassador must make an opposed Dex v Int check to stay in stealth if he has attacked the other participant in the opposed check, or if they had managed to successfully land a blow on Jun anyway. And he takes a malus to the roll that is equal to the other participant in the opposed check's Intelligence for every single success. He can choose to immediately end the stealth effect at will, and this ability can only be used once per encounter.
Level 2: Jun now gains a +3 to the first opposed check to remain hidden
Level 3: This action is now treated as being a First Strike action
Level 4: This action is now usable twice per encounter, but the second time it is used Jun must succeed on an opposed DexvInt check against the enemy closest in the initiative order to the move Jun uses to reactivate this action. Jun rolls twice for his roll and uses the lowest result.
 
A.G.I.L.E. system: The Ambassador's power armor comes equipped with the ability to climb up walls and "fly" in short bursts when inside a planet with Earthlike gravity, he can choose to temporarily overcharge this system and multiply his Dexterity or Strength stat by 1.2 for two rounds. Three round cooldown.
Level 2: Two round cooldown
Level 3: The multiplier is now 1.4
Level 4: The multiplier is now 1.6
Level 5: The multiplier is now 1.8 

(Trick) Extra Attack: Once per round when you make a basic weapon attack against a target you may follow up with an additional basic weapon attack against the same target as a free action.

MS-MUN3 Plasma Blade: A basket hilted plasma sword with the ability to quickly retract and extend it's bright red plasma blade in the blink of an eye. The fact that the plasma streaming out of the hilt actually follows the hilt when you swing it and remains in the shape and form of a blade is a small miracle of science. The fact that it only deals 2d6+Dex damage with the damage being treated as fire damage is...disappointing to say the least. The Ambassador can change the color of the blade by simply fiddling around with the settings, but he really doesn't see the point in doing it that often...it is mostly meant for ceremonial purposes after all.
Merit Level 2: This weapon is now Bound and it now deals 3d6+Dex damage
Merit Level 3: This weapon now deals 4d6+Dex damage
Merit Level 4: This weapon now ignores damage immunities
Merit Level 5: This weapon now deals 4d6+(Dex*1.2) damage.

R.O.L.L. Defense System: The durable suit of power armor has been designed in such a way that lets blows glance off the user if they were fast enough to get out of the way, adding +3 to their resistance stat rounded down.
Merit Level 2: This item is now bound and it grants an additional +2 to Resistance.
Crafting Roll Upgrade I: This item now has a 10% chance to grant a bonus of +1 Dexterity
Crafting Roll Upgrade 2: This item's chances of providing a +1 bonus to Dexterity has been increased to 20%
 
Ambush Hunter: By exploiting a target's complete and utter inability to react to his presence quickly enough the Ambassador can deal an additional 1d4 damage when he attacks a target that was already attacked this round or if the Ambassador currently has Void of Incomprehensibility up, in which case it also grants him first strike.
Level 2: This ability now adds 2d4 damage
Level 3: This ability now adds 3d4  damage
Level 4: This ability now adds 4d4 damage. 
 

 

 

Move 1: Jun reserves her one and only action to wait until Calvera finally puts up that gravity well and attacks the floating group with her plasma sword twice, dealing 4d6+(9*1.2) damage twice with an additional +4d4 added to one or both attacks, depending on whether or not they have been attacked before.
This is all assuming that Jun doesn't die horribly before any of this happens.
Relevant passives: Jun still has an 18% dodge chance just in case miracles do happen.

Link to comment
Share on other sites

Just as it was fading, she went flying. The armor had proven to be worthless, battered and broken already and scattering pieces to the winds. She hit the ground hard, bouncing once off the snow and ice, once off of the frozen, compacted earth, and finally stopped once her back slammed into the nearest tree. She could feel the agony of fire with every breath she took, hear the soggy, wet rasp of her lungs, taste the iron as it welled in the back of her throat. It was only through sheer force of will that she pushed herself up, her cane actually serving more than just combative purposes for once. Again, blind eyes leveled a harrowing gaze at the strider. 

 

Blind eyes that had changed. shimmering platinum no longer, but the elongated, emerald slits of a dragon, burning with a dull radiance that failed to do her boiling blood justice. She knew naught where the trait was coming from- she still felt Brachus' breath in her searing lungs, there was no other part of him she'd borrowed -but she honestly didn't care. Not like it allowed her to see either way. They bored into, no, through the strider regardless, as Lucille entered it's mind. She was like a roaring tidal wave, a blazing spear peircing the dawn, cutting through what resistance she found with unbridled fury- one message, one and only, was projected as she attempted to find the foothold needed

 

"YIELD OR DIE!! CALL OFF YOUR OFFSPRING, OR WATCH THEM BE SLAUGHTERED TO THE LAST!"

 

And with the emotion that carried through from her end of the link, there should've been no mistaking her conviction on that matter. The spider should've felt it- this was, well and truly, it's only opportunity to yield. No end of malice surged through the blind mage by now, malice that could very easily be turned on the dying beast and it's children like the fury of a thousand splendid suns...

 

Lucille takes every ounce of rage (IE, 7 metric fuck tons) she has in her body and BINDS the Borean Strider! Should she prove successful, she orders it to call off it's offspring! If she senses she doesn't have enough bonds for the strider, she will release the Metal Chameleon before attempting! If even that is not enough, she will release ALL HER BONDED BEASTS before attempting!

(Binding a beast is a PERK that requires Lucille to spend her action forming a "Bond" with them, which will expend a number of bonds equal to 1/2 the beast's int. Lucille currently has 6/14 bonds; Releasing beasts can be done as a free action, if the metal chameleon is released, it would free up 2 bonds for 8/14 bonds. If ALL beasts are released, she regains all 14/14 bonds. Will only release if absolute necessary.)

 

Assuming Lucille is still alive (since her armor seems to be fucking worthless), She will use her extra action from Uncanny Senses to cast Restorative Breath on whoever has the lowest HP and is still alive!

(Restorative Breath is a mimicked move; Lucille is using Brachus Syn instead of hers. Heals {1d6+Syn(5)} HP, heals {2d10+Syn(5)} instead when used on dragons)

 

Loadout

Spoiler

Lucille 

 

8/28 HP

6/14 Bonds

 

Essence: 7 
Constitution: 4 
Dexterity: 7 
Intelligence: 13
Resistance: 16
Strength: 1 
Synergy: 2

Relevant Perks

The 3rd Instance: [When Lucille casts a thaumaturgical Spell/Ritual, the numerical effects of said spell/ritual are boosted by 1.3x]

Beast Heart: [Lucille has a number of "Bonds" equal to her Essence*2. These "Bonds" can be expended to bind living, non-sapient beasts/monsters and turn them into companions under her control. Binding beasts requires Lucille to spend her action forming a Bond with them, at which point a number of bonds equal to ½ the Beast's Int will be expended (rounded down), with a minimum requirement of 1. If Lucille doesn't have enough open Bonds available to satisfy this cost, the binding fails. The bonds expended on them will be restored to Lucille upon either the Creature being reduced to zero hp in battle and dying, or by her dismissing them, which may be done at any time as a free action. Bound Beasts who are dismissed will never turn hostile towards Lucille or her companions unless attacked after the fact. Bound Beasts have Stats and Actions identical to their normal counterparts, and act simultaneously with Lucille during her turns.]

 

Slots: 7

Mimicry Slot: 1

 

Mimicry Slot 

Restorative Breath- The specimen opens Its mouth and exudes a breath filled with rejuvenating essence, healing wounds and soothing pains. It seems to be especially powerful when used on fellow Draconic entities [Heal 1d6+Syn(5) Health. When used against fellow Dragons, heals 2d10+Syn(5) Health instead.]

 

Actives (2)

Edge of Silence*- The user employs a Thaumic Formula via either an Incantation or Inscription of a Sigil, in order to create a ripple in Animus and thus spawn a wondrous effect into the physical world. Consisting of the Aspects <Sound, Multi-, Blade>, This Formula prompts sonic energy to be produced, which then promptly forms into vorpal blades that slice into a target.
~Current Effects~ [Active. Thaumaturgical Spell. Launches 2 attacks that deal (1d3+Int) sonic damage each, and may both be aimed either at the same, or different targets. These attacks are undodgeable, and ignore Damage Reductions, though Damage Immunities still apply. Lucille may choose to cast this spell as a single concussive blast that causes targets to be thrown violently away.] 

 

Mimicry- The user reaches out over their bonds and channel's the latent abilities of one of their companions, employing them as their own. While the use of this technique can lead to altered physical traits to better accommodate the abilities channeled, it is incapable of drastically transforming the body. 
~Current Effects~ [The user gains 1 'Mimicry Slot' which can only contain a passive/active ability from one of their bound beasts. Activating Mimicry counts as a free action when used at the start of encounters; by using this action the user may fill their Mimicry slot with an eligible ability, as well as declare whether they will use their beast's relevant stats or their own for the purposes of said ability. Once the slot is filled, they will have access to the copied ability until either the encounter ends, the beast in question dies, or the user voluntarily ceases mimicking it, which can be done as a free action. Abilities which would require the user to drastically alter their body to use effectively, such as growing wings, extra arms, etc. cannot be Mimicked]

 

Passives (1)

Uncanny Senses- Lucille has spent her entire life missing her sight, but her taste, smell, touch, hearing, and other senses have all been amplified in order to compensate. Though she cannot see, she actually has a far greater situational awareness than most sighted people, and is more than capable of functioning effectively in dangerous situations... [Passive Ability. While equipped, The user is able to make an extra action once every 3 rounds, starting turn 1 of combat.]

 

Trumps

 

Tricks

 

Equipment (4)

Darksteel Quartz Cane: A cane made of out of a peice of rebar which was converted to Darksteel and bent into proper shape. An attuned Quartz Crystal is set into it's hilt. Can be used for walking or as an improvised weapon. 

~Current Effects~[Bound. Deals 2d6+Dex/Ess Damage at Melee/Range, respectively. While equipped, Grants +6 Int when casting thaumic spells. The user can spend an action to ignite this weapon with holy fire, making it deal an additional Ess/4 damage for 2 turns.]

 

Draco Vest: A small but incredibly durable vest. At a glance it appears to be ordinary fabric, but upon further examination it's actually made up of countless overlapped wyvern scales, which harden upon impact to protect the user from harm. It has several pockets which have some stretch to them, and are durable enough to hold even magma. 
~Current Effect~ [Bound. Grants +6 Res while equipped. Able to carry extremely dangerous materials without risk.] 

 

Terrarian Silver Armor: (Comes in 3 pieces: Helm, Chestplate, and Greaves. Grants +8 Res and takes up 2 action slots when the full set is equipped)

 

Beasts

 

Link to comment
Share on other sites

Toshiro notices the incoming blast of ice and brings up his sword to block the attack. However, he did not expect it to freeze him completely. Now trapped within a shell of ice he's stuck in that guarding position. The ice-fish cube rocks back and forth and faint, muffled mumbling can be faintly heard coming from it.

 

Frozen

 

Loadout



HP: 30

 

Stats: 21/21 

Essence: 1
Constitution: 5
Dexterity: 9 (7+2)
Intelligence: 7
Resistance: 10 (1+6+3)
Strength: 0
Synergy: 0
  

Relevant Perks/Flaws 

Way of the Shark: One of the Paths of the Hylotl, where they train their grit to never yield in battle. Whenever an attack lands 25% of damage dealt to enemies is healed back to Toshiro. Must be at least 1 HP.
  

Natural Paralysis: The Hylotl body is not equipped to handle any kind of electric shock. Whenever Toshiro is hit with an electric attack he will be stunned on his next action.
  

Actions 

Actions: 6 Total Action Slots 

-Actives
Rending Strike: A fundamental Hylotl sword technique using the long blade.
Level 1: Deals 2d6+Dex+[Equip Long Blade Bonus] damage
Level 2: Can now choose target up to 2 enemies with a 1 turn cooldown 

Dash Tech: Give the user the ability to suddenly dash at great speeds a short distance forward.
Level 1:  Free action, Increase Dex by 1.5 for this round. 3 Round cooldown, must have a Dash Tech Card to use 

Equipment: 

Long Blade:
-Iron Katana: A basic single edged sword made by a Hyloti blacksmith. +1d4 Damage 


Dash Tech Card: A highly advanced tech chip embedded in one’s body which allows for the user to do a superfast dash in a short distance.
+2 Dex
-Bound  

-Terraria Copper Helm:  A simple work-hardened copper helmet only slightly more protective than a skullcap.
+1 Res,
Set Bonus: if equipped with “Terraria Copper Chainmail and Greaves” this requires no action slot and grants an additional +2 Res. 

-Terraria Copper Chainmail:  Roughly made chainmail that only occasionally loses a ring or two.
+2 Res. 

-Terraria Copper Greaves: Hardened copper plates that come from the boot to the skirt of the chainmail.
+1 Res. 

Link to comment
Share on other sites

Round 4:

 

The Strider summons a great spear of ice and hurls it in Jun’s direction dealing an amazingly inconvenient 7 damage(I shit you not)

 

Jun waits and Toshiro thaws.

 

Lucille’s burning rage pierced the weakened creature’s mind, quickly breaking through what little resistance it gave against her raw fury.

Suddenly everything stopped.  Everyone holding their breath waiting to see what would happen next, not even the lesser spiders dared move an inch.

Slowly the Strider started moving, with creaks and groans the great lumbering beast started to raise on burnt and bleeding limbs.  Eventually it stood, wobbling slightly in the breeze, before lowering its front pair of legs and leaning down in what could only be taken as some sort of bow.

The creature tapped the ground softly with its lowered legs several times, hardly enough for anyone to feel if they hadn’t actually seen it.  Almost as if a bell had been rung all of the smaller spiders turned on the spot and started walking back towards their mother “climbing aboard” and hiding in the shredded remains of the egg sack.

Lucille expends 4 bonds and gains control over the Borean Strider.

 

Final Status:

Spoiler

Jun: 1/24,

Toshiro: 30/30, +3 Res,

Lucille: 21/28,

Leo: 20/24, +3 Res,

Calvera: 3/30,

 

Rose: 52/68,

 

Borean Strider: 191/500,

Strider's Armor: 0/250.

Rewards:

Spoiler

Merit:

Everyone who participated gains 4 Merit.
Toshiro gains an additional 2 Merit(because pity).

 

Loot:

Ice Shard(x10): Made with elemental magic, probably useful for something.

Dense Ice(x6): Unnaturally heavy, dense, and hard.  Made with elemental magic.

The entire F*ing boss.

Link to comment
Share on other sites

Jun found herself jumping away from the bulk of the borean strider's thrown icicle just in the nick of time as the giant block of ice failed to actually penetrate her armor and harmlessly shattered most of the plating...and not so harmlessly caused one of her ribs to make a rather painful cracking sound as she hit the ground and rolled away from the strider. She quickly righted herself as she immediately started to run around the battlefield to wait for an opportune moment to strike at the beast's plentiful offspring...or for Lucille to take control of the damn thing, that works too.

 

She placed her plasma sword back into its sheath before she slowly walked back towards the rest of the group and slowly gathers the hopefully long lasting ice shards littering the battlefield inside of her cloak to use as a cold compress on one of her many bruises later (Jun takes 3 ice shards and one shard of Dense ice). She then turns to face Rose and say "So how is everyone holding up?".

Link to comment
Share on other sites

The party would hear crackling sounds followed by sounds of ice breaking and a war cry. The fish man forcefully broke out of the ice once it was weak enough and was ready to get back into the fight. Though he quickly realized that the fight was already pretty much over. Toshiro sighed before resting the blunt side of the blade on his shoulder.  "I was hoping that battle would last a bit longer, oh well." He didn't seem tired at all, it was like he had the same amount of energy as he did before fight even when he got stomped by the beast multiple times.  "I feel perfectly fine. No major damage on my end, or at least nothing I can't handle."

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...