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


StormLord

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Jun targets as many of the ladders she can take down using her needle of agony, dealing 4d6+Dex damage to the closest available ladder twice or until it dies, in which case she'll move on to another ladder.

 

Loadout



Cybernetic Enhancements : Due to balance issues, the complex series of cybernetics that were implanted or woven in somewhere inside of The Ambassador's body might only be able to give a flat +2 bonus to dexterity that applies for everything a dexterity stat affects. That is if this item idea doesn't get rejected outright. 

  

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. 

  

C.H.O.K.E. System: An unsurprisingly complex series of modifications allows the Ambassador to somehow store the power generated by his rapid movements and use it to power an excessively hard to use gravity manipulation device stored in his gauntlet. In essence this allows him to lift objects and people that weigh a total of [Intx10] Kilograms from a distance, or he can attempt to lift a single target up and hold them in place painfully with an Int v Essence roll to try and stun them. One round cooldown. 

Level 2: This action is now usable once per round. 

Level 3: The enemy's roll is now made with a -2 modifier to the roll. 

Level 4 (Trick): Jun gains +3 on checks relating to carry/moving a single incapacitated person. 

Level 5 (Trick): Stunning effect now applicable to huge targets. 

  

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 

  

I NEED HEALING: The Ambassador is mysteriously able to appear behind a healer and blare out a surprisingly polite request for immediate healing, causing them to gain an immediate out of turn move that they can only use to use a single target healing ability on the Ambassador. 

Level 2 (Merit): This action no longer takes up a slot to use, and it can be equipped without taking up a slot. 

  

(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. 

  

Demon Mantel Defense System: A durable suit of power armor heavily modified by Jun and corrupted by demonic energies of Korax.
The user gains 5 Res and takes 5% less damage from Divine sources.
This item has one slot for specially designed modules. 

(Slotted into the Demon Mantel Defense System) Meteorite Shield Core: a softly glowing powercore made of Meteorite metal and Silver, projects a powerful shield. Must be socketed into armor with module slots. Activates upon being struck by a projectile, reduces the damage taken from projectiles by 50% for one round then goes on cooldown for one round. +1 Res. 

  

Needle of Agony:
Deals 4d6+[Dex] dark damage to a single target.  The target suffers 1/4 the damage dealt in stacks of “Agony”.  If the number of Agony stacks they posses exceeds their current HP they become incapacitated/die.  Agony stacks are cleared from active targets at the end of each round.
Level 2(craft): Once per combat as a free action the user may fire a bolt of dark energy that deals 2d6 points of dark damage and inflicts half as many Agony stacks.
Level 3(craft): The user can as an action create a dark cloud of mist that is roughly 6x6x6 and inflicts 2d6 Agony stacks to any enemies that passes through it, cooldown = 5.

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Azgrurk

 

While Azgrurk was focused on firing into the Goblin's ranks, the Warboss had enough smarts in him to notice a volley of arrows coming his way, causing him to lift up his mechanical arm to defend himself from the arrows after his own volley of bullets. While his arm did a good job of defending himself, the several arrows merely bouncing off harmlessly upon hitting the metal plating, there was simply too much for Az to cover for, and quite a few managed to sink into his flesh.

 

But, judging by the fact that he simply roared loudly once the volley was over, that wasn't going to stop him.

 

"IZ DAT ALL YA GITZ GOT?! WHAT DID I JUST TELL YA?!" Azgrurk yelled out,

 

Azgrurk opens fire on the same horde with his Lightning Mauler, dealing another 3d6+6 damage, along with ignoring the first 4 points of Res. His Anorky stack takes effect and gives him +1 to his damage, but also gives him a 1% chance to miss.

 

Action list

 

Spoiler

Actives

Grab: Azgrurk reaches out with his claw in an attempt to grab an opponent.
Level 1: Azgrurk forces a STR V STR check against a single target. If he wins, the target is “Grabbed”, and is unable to take any physical actions, until Azgrurk either lets them go or they win another STR V STR check. Can only be used against targets capable of fitting into his hand.

 

Smash: Azgrurk slams his large claw into the ground.
Level 1: Deals 2d6+STR damage against one target.
Level 2: Deals doubled damage if used when Azgrurk has a target “Grabbed”.

 

Passive: 

Anorky
“DAKKA DAKKA DAKKA DAKKA DAKKA DAKKA”


Everytime Azgrurk fires a gun, he gains +1 damage to all guns and a 1% chance to miss. This can stack indefinitely, and “Anorky” stacks pass over to other encounters.

 

Equipment

Ork Mechsuit: The suit of metal Azgrurk wears, enhancing his already “Orky” abilities.
Level 1: Gives Azgrurk +3 Resistance.
Level 2: Now bound, and gives Azgrurk +1 Strength.

 

Lightning Mauler: A scarred and partially fused assault rifle, the barrel glows with a yellowish aura.

Deals 3d6+[Ess] Electric damage, ignores the first 4 points of Res, cannot be altered by traditional means.

 

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Music:

Spoiler

 

Spike plants trigger in the West again, dealing 10 and 22 damage to the first Mages and first Ogre respectively.

More spike plants in the Southwest, dealing 10 and 14 damage to the Ogre and first Horde.

Horde SW:1 loses their Archers.

No traps are triggered in the Southeast.

No traps are triggered in the East.

 

Amelie marks Engineer E:1 granting anyone who attacks them 15% critical(x2) strike chance for two rounds.

Next she throws a grenade at Horde E:4, it bursts into silk-like fibers that surround and trap them(Stun).

 

Jun slashes at two of the ladders dealing 39 and 38 damage to them knocking them off the walls.

 

Toshiro has no chill and bumps his Dex up even more to 22.

Then he attacks one Horde in the West for 40 damage and another for 37.

The first is completely decimated while the second loses all its Archers and Warriors.

 

The Arms Dealer unleashes terror on Engineers E:2 dealing 10, 6, 11, 11, and 10 damage to them.

 

The last remaining Horde in the West merges with the Mages W:1, forming a reinforced group of armored Mages!

Two Hordes in the Southwest charge forward to attack the wall with their weapons for 64 total damage, they take 8 and 10 damage from the spikes.  The Archers in the group Az shot retaliate for 7 damage, they also shoot Arminius and Leo for 8 and 5 damage. The last group merges with the Mages forming another armored Mage squad.

All five Hordes in the Southeast ready their bows and then unleash a hail of arrows on the wall dealing a total of 110 damage.

In the East Horde E:2 climbs to the top of the wall, while another untangles itself, and the remaining three wait for something.

 

The Dryad heals Az for 15 HP, and gives him a confused look while she does it.

 

Kusuke fires the SHOT Trebuchet peppering each of the Bombers and the remaining Hordes in the Southwest for 7 damage each.

 

Lucille and Do attack the same Ogre again for 34 total damage, finally rendering it a lump of half-cooked and mostly minced meat.

 

The Demo throws a grenade that deals 15 and 13 damage to Hordes SE:1 and SE:2.

 

Satomi patiently waits until the Ogre is in just the right spot before BAM!

Theme override:

Spoiler

 

The last lever is pulled and the axe blade goes slamming into the Ogre’s thick hide, the fiery barrier hardly registers the blow much less slows it down.

As the blade retracts the Ogre is left with a huge gaping wound for 192 damage.

[23] The combat and excitement has adrenaline pumping and Satomi is doing great. [Satomi has First Strike next round]

 

The Guide gives Lucille some tips, boosting her Int by 4.

 

The Blacksmith moves to the South.

 

The Carpenter and Mason start repairing the Southeast walls, restoring 26 HP.

 

Some of the Mages in the West refocus their Fiery Barrier on Ogre W:2, while the others throw  Shadowfire at the Guide dealing 14 damage. The Guide and Tavern Keep burn for 2 and 3 damage.

The Mages in the Southwest refocus their barrier around Ogre SW:1.

 

The remaining Siege Ogre in the West slams its fists into the wall, crushing, smashing, and tearing at it.  It deals 105 damage.

Despite its wounds the Ogre in the Southwest deals 90 damage.

The Ogre in the Southeast deals 99 damage.

 

The Bombers in the Southwest set their crates near the wall and run for cover.

The Bombers in the Southeast start preparing their crates slightly differently.

 

The Strafer Goblins swoop low and pick up bombs from the SE Bombers before quickly flying over the wall into the village.

 

The Tavern Keep throws another Molotov setting both the Goblin Spikers on fire for 8 damage for two rounds.

The Mages burn.

 

The Engineers build three more ladders which the waiting Hordes move up immediately.

 

Rose blasts the third ladder for 23 damage, knocking it off.

 

Leo calls falling stars down on Bombers SE:1, dealing 7, 9, and 13 damage to them and killing them.  A bright flash shows the the crates of explosive detonated.

 

The Goblin Spikers in the West lob a hail of small spiked balls over the wall, entering or leaving the West area now deals 2d3+8 damage.

 

Arminius shoots Bomber SE:2 for 15 damage, it doesn’t look happy.

Piglet(Fingers?) bursts through the gates and starts revving the Tank in the direction of the Goblins.

 

Az fires at Horde SW2 dealing 14 damage and ruining their day a bit.

Their Archers are all dead now.

 

 

The Turrets:

Spoiler

-West:

[2]The Labor golems fire the Medium Siege Crossbow at Siege Ogre W:2 for 49 damage, the barrier around the Ogre flickers but absorbs the whole bolt.

The previous bolt explodes for 15 damage.

The Clockwork Auto-turret hits Mage W:1 for 40 damage, and Mage W:2 for 20.

The Plasma Cannon fires three times at Spiker W1 for 5 damage each.

 

-South:

Plasma Cannons fire on Bomber SE:2 for enough damage, rendering it a charred husk shortly before it explodes.

 

-East:

[6] Labor Golems try again to fire the Medium Siege Crossbow and this time succeed, hitting Engineers E:3 for 48 damage.  The Engineers start smoking.

The Plasma Cannon rains fire on Engineers E:1 dealing 24 damage.

 

 

Reinforcements:

Spoiler

In the West another Horde of Goblins and a group of weary Mages approach.

Two more Strafers glide out of the West riverbank in the South.

Another Siege Ogre approaches along the East riverbank in the South.

Hounds baying for blood can be heard in the East...something big is coming.

 

Init:

Spoiler

Average Dex: 9

Naming Convention: [Location]:[Designation]

 

 

North/Town:

18 Amelie

4 Mason

4 Carpenter

 

West:

15 Toshiro

8 Goblin Horde(W:3)

7 Lucille

5 Guide

4 Goblin Mage(W:1-3)

4 Siege Ogre(W:1-2)

4 Spiker(W:1-2)

3 Tavern Keep

 

South:

10 Kusuke

9 Satomi,  First Strike,

8 Goblin Horde(SW:1-4)

8 Goblin Horde(SE:1-5)

8 Dryad

7 Demo

6 Goblin Strafer(SW:1-3)

6 Goblin Strafer(SE:1)

5 Leo

4 Goblin Bomber(SW:1-2)

4 Goblin Bomber(SE:1-2)

4 Goblin Mage(SE:1)

4 Siege Ogre(SW:1)

4 Siege Ogre(SE:1-2)

4 Tattletale

4 Arminius

3 Az

 

East:

18 Jun

10 Arms Dealer

8 Goblin Horde(E:1-6)

5 Blacksmith

3 Goblin Engineer(E:1-3)

3 Huntress(Rose)

 

Status:

Spoiler

PCs:

Jun: 44/44, +3 Res, +8 Dex for one round, 2 moves,

Toshiro: 30/30, +3 Dex for moves, -10% damage taken, +4 Dex for one round, 3 moves,

Kusuke: 24/24, 2 Moves,

Satomi: 24/24,

Leo: 17/24,

Arminius: 16/24,

-Piglet: 20/20, +3 Res, +5 Str for two rounds,

Az: 20/36,

 

NPCs:

Amelie: 30/30, 2 Moves, North,

Arms Dealer: 40/40, East,

Dryad: 41/55, South,

Demo: 40/40, South,

Guide: 24/40, West, Burning for two rounds,

Mason: 40/40, North,

Carpenter: 40/40, North,

Blacksmith: 40/40, East,

Tattletale: 30/30, South,

Tavern Keep: 23/40, West, Burning for one round.

Huntress(Rose): 62/62, East,

Lucille: 28/28, West, +4 Int for two rounds,

 

Village:

 

SE Walls: 692/875

SW Walls: 714/875

E Walls: 1008/995

W Walls: 854/995

Town: 1,360/1,360

 

Goblins:

-West:

Horde 1: Iced,

Horde 2: Merged

Horde 3: Healthy,

Siege Ogre 1: Seared Mincemeat,

Siege Ogre 2: Lightly Wounded, Fiery Shield,

Mage 1: Badly Wounded, Burning for 8 damage for one round, Armored,

Mage 2: Wounded, Burning for 8 damage for one round,

Mage 3: Healthy,

Spiker 1: Wounded, Burning for 8 damage for two rounds,

Spiker 2: Healthy, Burning for 8 damage for two rounds,

 

-South:

--West Bank:

Horde 1: Merged,

Horde 2: Badly Wounded, Archers & Warriors dead,

Horde 3: Wounded, Brutes dead,

Horde 4: Badly Wounded, Archers & Brutes dead,

Siege Ogre 1: Badly Wounded, Fiery Shield,

Mage 1: Bolstered, Armored,

Bomber 1: Wounded,

Bomber 2: Wounded,

Strafer 1: Healthy,

Strafer 2: Healthy,

Strafer 3: Healthy,

 

--East Bank:

Horde 1: Lightly Wounded,

Horde 2: Lightly Wounded,

Horde 3: Lightly Wounded,

Horde 4: Healthy,

Horde 5: Healthy,

Siege Ogre 1: Lightly Wounded,

Siege Ogre 2: Healthy,

Bomber 1: Star-fried,

Bomber 2: Burnt to a Crisp

Strafer 1: Healthy,

 

-East:

Horde 1: Tenderized and well-done.

Horde 2: Lightly Wounded,

Horde 3: Healthy,

Horde 4: Healthy,

Horde 5: Healthy,

Horde 6: Healthy,

Engineer 1: Wounded,

Engineer 2: Badly Wounded,

Engineer 3: Badly Wounded, 15% crit(x2) for two rounds,

 

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Arminius turns to the tank and Inspires it.
"PIGLET I SWEAR TO THE GODS THAT IF YOU MISS I'M GOING TO PUT YOUR SOUL INTO A HAMMER!"

Being appropriately "inspired" by Arminius, Piglet smashes the gas to the floor sending the tank squealing into the the second Siege Ogre.

 

Arminius

Spoiler

Essence: 10
 
Constitution: 2
 
Dexterity:  2
 
Intelligence: 3
 
Resistance: 2+6
 
Strength: 2
 
Synergy: 2
 
Perks:
 Flaw: Only human: The user's stats (Excluding Essence) are considered 1/3 lower, and this effect can be negated temporarily for a random debuff.

Monster Girl Binding Field: Once per world, when a boss is defeated their essence is sapped to create a minion with halved stats. Each boss gives a bonus to player characters in a group with Arminius. Only one bonus can be used at a time and once per plot switch MG mid combat, but at will any other time.


Goblin Negotiation Tactics: Prices are divided by Arminius's Essence minus the shopkeeper's

Mythriltongue: Grants access to the move "Mythril tongued"
 
Actions: 6
-Actives
Inspire: Improve an ally’s morale giving them +½ essence to Str for a turn.

    More Inspirational: Inspire lasts for an additional turn.

    Dr. Feelgood: Who needs a medical liscence!?  Heals the target for 1/2 Ess
 

Mourner's Ice: Arminius forcibly grabs some of the opponent's soul and takes it for himself. This reduces the opponent's Essence by 1 for the encounter and gives Arminius an essence piece of a type that depends on the person he took it from. 

      Souls for the Soul Forge!:  After combat Arminius automatically collects an essence piece from dead enemies.

 

Perk Backed: Mythril tongued: Arminius tries to get an enemy to be more willing to help the party. Ess V Ess, exact effects are up to the GM.


-Trumps
Mass Inspire: Improves all ally’s Morale giving them +½ essence to Str for 5 turns. Usable once per plot.

    Churchill's Counterpart: Also improves the RES of allies.

    Gorge your Hatred: Inspired Allies get an extra attack.
 

Equipment:
 Terrarian Copper Bow of Chilling: Deals 4d4+[Dex]+3 cold damage and reduces the target's Init by 2 points, Frostfire arrows used with this weapon have a 50% increase in magnitude, cannot be used with Fire arrows.

Terrairan Bronze Helmet: +1 Res while equipped, if equipped with matching Chestplate and Grieves requires no action slot and grants an additional +2 Res.

Terrarian Bronze Chestplate: +2 Res while equipped.

Terraian Bronze Grieves: +1 Res while equipped.

 

 

Piglet

Spoiler

HP: 150

Stats:

Dexterity:4

Intelligence:4

Con: 13
Res: 10
Str: 8

Perks:
Threshold Damage: If the Tank would take less than 10 damage it takes no damage at all.

Vehicle: As an move a character can climb into the Tank and begin operating it or become a passenger, a maximum of two characters can be in the Tank at any time.
While operating the Tank the characters lose access to most of their actions and gain access to the Tank’s actions, two different characters can’t use the same Tank action in the same round.
Damage targeting the characters is redirected to the tank instead, should the Tank be reduced to 0 HP the character(s) inside take overflow damage distributed evenly before being ejected.

Actions:
Slots:
-Actives:
SHOOTY DAKKA:
Deals 2d6+[Dex or Int] damage twice, 50% chance to gain one “Heat” stack on the first use of the round, 100% chance on additional uses.  Becomes unusable at 5 Heat stacks.  Not using this action for one full round removes all Heat.

CHOPPY DAKKA:
Ram one enemy to deal 2d6+[Str] damage and make a Str vs Str check, stun on success.
-Craft Level: Enemies attacking the Tank in melee now take 1d6+[Str]/2 retaliation damage.

REV DA ENGINES!:
Increase Str by 5 for two rounds, effect doesn’t stack with itself but using it again before it wears off refreshes the duration.

 

Passives:

DK: The user can begin Drifting when operating any vehicle, while active, everyone in the vehicle has 20% Dodge Chance, but a 25% Miss Chance.

Drugs are Good, Mkay?: Whenever the user is afflicted by any mental status effect, their Int increases by 5.

 

Equipment:  
(Active effect) Ironskin potion:  +3 RES

Terrairan Bronze Helmet: +1 Res while equipped, if equipped with matching Chestplate and Grieves requires no action slot and grants an additional +2 Res.

Terrarian Bronze Chestplate: +2 Res while equipped.

Terraian Bronze Grieves: +1 Res while equipped.

 

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Satomi was feeling an emotion no Crab would view as unseemly, and which most samurai in Rokugan as a whole would likely find it difficult to condemn: the joy of battle. However, she was... perhaps getting carried away. She stood atop her wall (and she’d built it, it was hers, damn it, not that Azgrurk’s), and a grin stretched across her face as she yanked at levers and pulled at ropes, a blur of smooth and continuous motion as she guided the labor golems along in their loading process. She shouted off of the wall too, at foes who almost certainly could not hear her. 

 

”THIS IS A WALL BUILT BY A SAMURAI OF THE CRAB!” With the flip of a switch, Satomi changed the axe-trebuchet from repositioning to firing, ”THIS IS THE RESULT OF THE KAIU FAMILY METHOD!” more levers were pulled, Satomi a flash of manic energy to put the leadup to the previous swing to shame, ”THE CRAB PREPARE! THE KAIU BUILD! AND WE PUT OUR LIVES UPON THE WALLS!” the process continued, rapidly reaching its end, ”AND WE DEFEND FROM EVIL! I WILL NEVER YIELD, AS MY DUTY I MUST WIN, SO GET AWAY FROM MY WALL! And with the dinal pull the gigantic axe-blade began swinging at the ogre once again.

 

Satomi fires the AXE Trebuchet once more at the SW siege ogre!

 

Active Passives: Destructive Inspiration (33% chance for a x3 crit and additional effect while using the AXE Trebuchet), Slaughtaur Shield (First time hit in a turn, take 50% reduced damage until end of turn or next action).

Spoiler

Destructive Inspiration: Satomi is suddenly struck with a burst of inspiration as to how to use a siege or base weapon to devastating effect. For the rest of the encounter, when Satomi uses this weapon she has a 33% chance of getting a critical hit with it, a critical hit which deals 3x the damage rather than simply 2x the damage, and has an additional effect at the GM's discretion. Can only be used once per World.

 

Structural Repair: Satomi starts to repair the damage done to a structure, a skill she has developed over the course of her duties. (INT+CON)d4 damage repaired to a structure such as a base, building, siege weapon, or fortification.

 

Daisho (currently Wakizashi): A set of two swords (a katana and a shorter wakizashi) carried by absolutely any Samurai at all times, the Daisho is a mark of the Samurai's noble class and honor. 2d6+STR damage, when upgrading the weapon Satomi can choose a different effect for each sword (Katana and Wakizashi) for each level, but must choose only one of these swords to wield in combat at the beginning of each encounter. The Katana deals 3d6+STR damage, whereas the Wakizashi gives a bonus of +3 to structural actions.

Level 2: The Katana now deals 3d6+STR damage, whereas the Wakizashi now gives a bonus of +3 to structural actions.

 

Time Sandwich Samurai Armor (Level 2): These rectangular plates of samurai armor (on Satomi's thighs, shoulders, and chest) have been modified, with usage of the metal resulting from the bay explosion making the armor extremely difficult to pierce without sustained effort -- damage only sticks on one of the phases of the timeshifting metal.

Level 1: +3 RES when equipped.

Level 2: +4 further RES when equipped.

Level 3: +2 more RES when equipped.

 --Agony-Resistance Outfit: A set of stockings, sleeves, gloves, hood, and an inner robe made of two layers of fabric, a wire mesh, and purification powder. The stockings go to the thigh, are a bit tight, and the silk pattern around where the wire mesh ends at the top create an almost lace-like appearance. They also have straps running down the sides. The sleeves (with the same kind of straps) and gloves are fairly mundane, though the gloves have a fancy pattern on the palm and fingers intended to retain grip. As for the nagajuban, as it is under the kimono, it isn't usually visible, but Satomi's idea of placing belts above and below her chest and just above her hips has the unintended effect of tightening the inner robe enough to even emphasize her figure with a kimono on.

Level 1: Grants the wearer 2 Res and immunity to some environmental effects, doesn't require an action slot if worn with another set of armor.

 

(this is a total of 11 RES from gear lmao)

 

Sphere-launcher Ballista Emplacement: A fairly simple and “small” piece of equipment(as far as siege weaponry goes) that can be packed up and moved from location to location for field operations or as transient support. It requires two moves(from the same or different characters) to setup or take down the emplacement, one move is required to load the weapon after setup and each shot, one move is required to fire the weapon, a character who intends to fire the weapon at a quickly moving or distant(50+ yards away) human sized or smaller target must also first spend a move aiming the weapon. This weapon deals 20+[Operator’s Int]+[Ammunition] damage to a single target. Different ammunition may add or alter effects beyond damage. Fills two action slots in the loadout.

 

(8x) Stone Fragmentation ammo: A deceptively simple set of spheres, these pieces of ammunition for Satomi's ballista are simply slightly jagged spheres of stone that have been hammered and struck with relatively light force so that though they remain intact, an impact such as hitting something after being launched will send them violently flying into sharp, momentum-filled stone shards. She carries them in a sack. Adds 8d4 damage and forces the damage to be divided between four targets when used in an appropriate siege weapon.

 

Slaughtaur Shield: A large, shiny, oval shield with spikes along its outer edge and a large skull in the center.

Level 2: The first time the user takes damage in the round they reactively raise the shield, reducing any further incoming damage by 50% until their next action or the end of the round.  Only activates automatically once per round.  Training again with this item with at least 10 Int may unlock another effect.

 

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  • 2 weeks later...

Azgrurk continues firing upon the advancing hordes, aiming for the Bomber 1 group at SW with his Lightning Mauler, dealing 3d6+6 damage. Anorky gives him +2 to his damage, but also a 2% chance to miss.

 

 

Azgrurk's list

Spoiler

Actives

Grab: Azgrurk reaches out with his claw in an attempt to grab an opponent.
Level 1: Azgrurk forces a STR V STR check against a single target. If he wins, the target is “Grabbed”, and is unable to take any physical actions, until Azgrurk either lets them go or they win another STR V STR check. Can only be used against targets capable of fitting into his hand.

 

Smash: Azgrurk slams his large claw into the ground.
Level 1: Deals 2d6+STR damage against one target.
Level 2: Deals doubled damage if used when Azgrurk has a target “Grabbed”.

 

Passive: 

Anorky
“DAKKA DAKKA DAKKA DAKKA DAKKA DAKKA”


Everytime Azgrurk fires a gun, he gains +1 damage to all guns and a 1% chance to miss. This can stack indefinitely, and “Anorky” stacks pass over to other encounters.

 

Equipment

Ork Mechsuit: The suit of metal Azgrurk wears, enhancing his already “Orky” abilities.
Level 1: Gives Azgrurk +3 Resistance.
Level 2: Now bound, and gives Azgrurk +1 Strength.

 

Lightning Mauler: A scarred and partially fused assault rifle, the barrel glows with a yellowish aura.

Deals 3d6+[Ess] Electric damage, ignores the first 4 points of Res, cannot be altered by traditional means.

 

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Loadout


Cybernetic Enhancements : Due to balance issues, the complex series of cybernetics that were implanted or woven in somewhere inside of The Ambassador's body might only be able to give a flat +2 bonus to dexterity that applies for everything a dexterity stat affects. That is if this item idea doesn't get rejected outright. 

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. 
 
C.H.O.K.E. System: An unsurprisingly complex series of modifications allows the Ambassador to somehow store the power generated by his rapid movements and use it to power an excessively hard to use gravity manipulation device stored in his gauntlet. In essence this allows him to lift objects and people that weigh a total of [Intx10] Kilograms from a distance, or he can attempt to lift a single target up and hold them in place painfully with an Int v Essence roll to try and stun them. One round cooldown. 
Level 2: This action is now usable once per round. 
Level 3: The enemy's roll is now made with a -2 modifier to the roll. 
Level 4 (Trick): Jun gains +3 on checks relating to carry/moving a single incapacitated person. 
Level 5 (Trick): Stunning effect now applicable to huge targets. 

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 

I NEED HEALING: The Ambassador is mysteriously able to appear behind a healer and blare out a surprisingly polite request for immediate healing, causing them to gain an immediate out of turn move that they can only use to use a single target healing ability on the Ambassador. 
Level 2 (Merit): This action no longer takes up a slot to use, and it can be equipped without taking up a slot. 

(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. 

Demon Mantel Defense System: A durable suit of power armor heavily modified by Jun and corrupted by demonic energies of Korax.
The user gains 5 Res and takes 5% less damage from Divine sources.
This item has one slot for specially designed modules. 
(Slotted into the Demon Mantel Defense System) Meteorite Shield Core: a softly glowing powercore made of Meteorite metal and Silver, projects a powerful shield. Must be socketed into armor with module slots. Activates upon being struck by a projectile, reduces the damage taken from projectiles by 50% for one round then goes on cooldown for one round. +1 Res. 

Needle of Agony:
Deals 4d6+[Dex] dark damage to a single target.  The target suffers 1/4 the damage dealt in stacks of “Agony”.  If the number of Agony stacks they posses exceeds their current HP they become incapacitated/die.  Agony stacks are cleared from active targets at the end of each round.
Level 2(craft): Once per combat as a free action the user may fire a bolt of dark energy that deals 2d6 points of dark damage and inflicts half as many Agony stacks.
Level 3(craft): The user can as an action create a dark cloud of mist that is roughly 6x6x6 and inflicts 2d6 Agony stacks to any enemies that passes through it, cooldown = 5. 

East Wall

Jun did what any reasonable person would do and leapt straight off of the walls, stabbing and slashing at the horde of goblins beneath her, dealing 4d6+Dex damage and inflicting 1/4 stacks of agony and firing off her dark bolt of energy to the hordes, horde 2 to be exact as her first action, before she then proceeded to do another sensible thing and jumped up the walls on the backs of the goblins to fire the Medium Siege crossbow at Engineers 2, dealing it's damage as her second. 

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Move 1: Toshiro creates a wall of force that throws Mage 1 & 2 back and deals 2d4+2 Fire damage to each

 

Move 2: Toshiro stabs Mage 1 (Mage 2 if 1 is dead) with his phaseblade (Skewering Blade) dealing 2d6+1d4+2 Fire/Necrotic damage that ignores Res and attacks made with it inflict "Cauterize" for one round, reducing the effectiveness of healing by 25% on that target.

 

Move 3: Toshiro stabs Mage 1 (Mage 2 if 1 is dead [Mage 3 if 2 is dead]) with his phaseblade (Skewering Blade) dealing 2d6+1d4+2 Fire/Necrotic damage that ignores Res and attacks made with it inflict "Cauterize" for one round, reducing the effectiveness of healing by 25% on that target.

 

Loadout



Energy: 48/110 (Base: 100, Capacity Increase: +10%)

Stats: 21/21 +6 from Training

Essence: 1
Constitution: 5
Dexterity: 10 + 2 + 4
Intelligence: 10
Resistance: 1+8
Strength: 0
Synergy: 0

Perks:
Way of the Catfish: One of the paths of the Hylotl, where they train their mind and body must be in sync. When Dexterity or Intelligence increases the other stat will increase without having spend extra merit.

Way of the Swordfish: One of the paths of the Hylotl, where they train to end fights as swiftly as possible. Grants the Passive: Energy Basin.

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.

Flaws:
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: 8 (6 Naturally, 2 Purchased)

-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 target up to 2 enemies with a 1 turn cooldown

Skewering Blade: A fundamental Hylotl sword technique using the Short blade.
Level 1: Deals 1d6+Dex+[Equip Short Blade Bonus] damage. Deals double damage if target was previously hit by Rending Strike this turn.
Level 2: Deals 2d6+Dex+[Equip Short Blade Bonus] damage.

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

-Passives
Energy Basin: (Perk Based) Everytime Toshiro makes an attack add Int amount of points into his energy pool. Actions may pull from this pool to make themselves more powerful or grant certain effects. However, points may not be gained when using point-based actions.
Level 1: Basin Size is 100 Energy
Level 2: At the end of combat all unused energy is stored for future use.

-Trumps
Form 0: Sunder: A stance taken to analyze a weakness in their foe and strike it. However, it take emmese concentration and cannot be used all the time.
Level 1: Spend a turn and 100 Energy to guarantee the next attack to deal triple damage and ignore Res. Toshiro may spend the energy cost next attack to continue it.
Level 2: Energy cost reduced to 80
Level 3: Energy cost reduced to 60
Level 4: Energy cost reduced to 50

Equipment:

Dual Blade Belt:
Provides two action slots that may only be filled with one-handed bladed weapons and reduces the wearer's Init by 1.
Long Blade:
Blizzard Blade:
Long blade,
Deals 2d4+2 cold damage,
Cold Blooded: User gain 15% resistance to cold damage and weakness to fire damage,
Craft level 1: the user has a 20% boost to resisting mental effects that do not induce calm.
Craft level 2: When this weapon successfully deals damage it inflicts a Frostburn effect(not to be confused with IceFire) that deals 2d3 cold damage at the start of the user's next turn.  Due to high magic draw this item may start causing strange things to happen if the local ambience is worn thin.

Short Blade:
Pink Phaseblade:  pulsing with strange energies.
Long or Short blade,
This weapon deals 1d4+2 Fire/Necrotic damage that ignores Res and attacks made with it inflict "Cauterize" for one round, reducing the effectiveness of healing by 25% on that target.
Craft level 1: As an action the user may create a wall of force that throws two targets back and deals 2d4+2 Fire damage to each, cooldown of one round.

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 
-Microchip: Due to this card’s small size and it being embedded into one’s body it goes with the wearer without much effort. (When the user has the “Dash Tech” action taking up an action slot this item takes no action slots, however, all future upgrades have lower effects)

-Hylotl Shibuichi Helm: A finely crafted Shogun style helm made from silver-copper alloy.
+2 Res,
Set Bonus: If equipped with "Hylotl Shibuichi Chest & Legs" this requires no action slot and the user chooses a resource pool they have, that pool has 10% higher max capacity.

-Hylotl Shibuichi Chest: A finely crafted Shogun style chest piece made from silver-copper alloy.
+3 Res.

-Hylotl Shibuichi Legs: A finely crafted Shogun style pair of greaves made from silver-copper alloy.
+3 Res.

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  • 2 weeks later...

New Music:

 

Spoiler

 

 

Rumbling can be heard coming from the North.

 

Spike plants trigger in the West once more dealing 7 damage to the first Mages and 13 to the Spikers.

No traps trigger in the Southwest or Southeast.

Nor any traps in the East, tough luck.

 

In a veritable blur adrenaline Satomi quickly resets and launches her weapon again dealing another 64 damage.

The Ogre falls to the ground, gaping head and shoulder wounds profusely bleeding.

 

Another rifle shot cracks out and the W Siege Ogre’s left side explodes, [76 Crit!] it takes 129 damage!

 

Jun’s whirlwind of death turns her goblin targets into a fine blueish mist.

She also fires the giant crossbow, [9] she hits skewering several and routing the rest.

 

Toshiro sends W Mages 1 and 2 tumbling away, the second takes 2 damage.

He skewers the remaining Mages in the first group with 10 damage and then deals 8 damage to the second group.

 

The Arms Dealer starts mowing down the third group of engineers critting twice and dealing 62 damage.  There’s nothing left by the time he’s done.


The rumbling from the North grows louder, pounding on and on.

 

The Horde in the West takes advantage of Toshiro’s brief exertion off the walls and starts wailing on him, they deal 10 and 14 damage before he manages to climb back up.

The weakened Hordes on the West bank join forces but hold back for now.

The Hordes on the East bank swarm full force picking and prying apart the wall for 175 damage, they each take 9 damage from the spikes.

One of the Hordes in the East holds back, three charge forward onto the wall, and one fires at the Arms Dealer with arrows for 14 damage.

 

The Dryad heals Arminius and Leo each by 7.

 

Kusuke fires the SHOT Trebuchet peppering the East bank and dealing 8 damage to the slightly wounded Ogre, Bombers, and Horde of Hordes.

He’s practically brimming with borrowed time.

 

Lucille and Do attack the second group of Mages in the West for 15, 13, and 10 damage finishing them all off.

 

The Demo throws another grenade dealing 11 and 12 damage to first two Hordes on the East bank.

 

The Guide fires an arrow at the Ogre in the West dealing 10 damage.

 

The Blacksmith repairs the Southwest wall by 17 while the Mason and Carpenter repair the Southeast wall by 29.

 

The last of the Mages in the West raise a barrier around the Ogre there.

The Mages on the West river bank muster a barrier around the second Ogre in the Southeast.

The Guide and Tavern Keep burn for 5 damage.

 

The Siege Ogre in the West slams into the wall again dealing 120 damage as it pulverizes stone into dust.

The closer Ogre in the Southeast hammers on the wall more dealing 114 damage and taking 12 damage from the spikes.

The other Ogre in the Southeast makes its way towards the wall.

 

The rumbling in the North is getting more distinct….footsteps?

 

Two large explosions rock the Southwest wall, stone cracks and splits as it takes 68 and 57 damage.  Pyrotechnics wielding Goblins cackle in the distance before joining in with the Hordes.

 

Small explosions can be heard from within the village, it takes 68 and 66 damage.

The other Strafers start dropping rocks from above the walls hitting Satomi for 0, 8, and 0 damage and Kusuke for 7 damage.

 

The Tavern keep throws another Molotov at the Spikers.

The Spikers burn for 8 damage each.

 

The last remaining Engineers produce another ladder which the waiting Horde places against the wall bringing the total up to four.

 

Rose fires a blast of ice at a Horde of Goblins that happens to be charging her way, she deals 21 damage.

 

Leo whips up another frosty breeze to make the Mages slightly more uncomfortable.  He deals 5 damage to a few enemy types and 0 damage to most.

 

The Spikers in the West start throwing more spike-balls over the walls, this time aiming for lucille and the Tavern Keep directly instead of area denial, Lucille takes 0 damage while the Tavern Keep takes 9.

 

Arminius inspires the tank before sending Piglet off to battle, Piglet on the other hand is a bit less inspired.

The tank rams into the Siege Ogre planting sharpened bits of metal scrap into its leg dealing 29 damage, [37 vs 26] but instead of falling over the Ogre sort of glares down at the tank.

 

Az starts peppering the Horde in the Southwest with bits of metal and lightning dealing 19 damage.

 

The rumbling is even louder now, even the goblins in their battle rage feel it.

 

 

Turrets:

Spoiler

Turrets:

-West:

[9] The Labor Golems fire the Medium Crossbow at Siege Ogre W:2 for 47 damage, the previous bolt explodes for 18.  The barrier around the Ogre shatters.

The Clockworks Turret tears through what’s left of the Spikers like paper dealing 48 and 22 damage.

The Plasma Cannon fires at the Ogre three times for 4 damage each.

 

-South:

 

The Plasma Cannons focus down the two Strafers that got over the walls dealing 30 total damage to each.

 

-East:

 

The Labor Golems simply reload here.

The Plasma Cannon fires on the Hordes advancing dealing 12 damage total.

 

Reinforcements:

Spoiler

Reinforcements:

In the West….nothing.  There’s no one left to save them now.

Two more Mages arrive in the South, one on either bank.

In the East the sound of hounds gets louder and louder until finally five large Goblins riding even larger dog-like beasts whip around the corner of the pass, they’re making a straight sprint for the walls.

 

In the North a towering giant, a massive frozen spider makes its way down the path, carefully avoiding the buildings in town, it’s head to the East.  The Borean Strider has joined the battle!

 

 

Init:

Spoiler

Average Dex: 9

Naming Convention: [Location]:[Designation]

 

 

North/Town:

18 Amelie

4 Mason

4 Carpenter

 

West:

15 Toshiro

8 Goblin Horde(W:3)

7 Lucille

5 Guide

4 Goblin Mage(W:1-3)

4 Siege Ogre(W:2)

3 Tavern Keep

 

South:

10 Kusuke

9 Satomi,

8 Goblin Horde(SW:4)

8 Goblin Horde(SE:1-5)

8 Dryad

7 Demo

6 Goblin Strafer(SW:2-3)

5 Leo

4 Goblin Mage(SE:1-2)

4 Goblin Mage(SW:1)

4 Siege Ogre(SE:1-2)

4 Tattletale

4 Arminius

3 Az

 

East:

18 Jun

12 Beast Masters(E:1-5)

10 Arms Dealer

8 Goblin Horde(E:3-6)

5 Borean Strider,

5 Blacksmith

3 Goblin Engineer(E:1)

3 Huntress(Rose)

 

Status:

Spoiler

PCs:

Jun: 44/44, +3 Res, 

Toshiro: 6/30, +3 Dex for moves, -10% damage taken,

Kusuke: 24/24, 2 Moves,

Satomi: 16/24,

Leo: 24/24,

Arminius: 23/24,

-Piglet: 20/20, +3 Res, +5 Str for one and two rounds,

Az: 20/36,

 

NPCs:

Amelie: 30/30, 2 Moves, North,

Arms Dealer: 26/40, East,

Dryad: 41/55, South,

Demo: 40/40, South,

Guide: 19/40, West, Burning for one round,

Mason: 40/40, North,

Carpenter: 40/40, North,

Blacksmith: 40/40, East,

Tattletale: 30/30, South,

Tavern Keep: 9/40, West,

Huntress(Rose): 62/62, East,

Lucille: 28/28, West, +4 Int for one round,

 

Borean Strider: 500/500,

Armor: 250/250,

 

Village:

 

SE Walls: 432/875

SW Walls: 731/875

E Walls: 1008/995

W Walls: 734/995

Town: 1,226/1,360

 

Goblins:

-West:

Horde 1: Iced,

Horde 2: Merged,

Horde 3: Healthy,

Siege Ogre 1: Seared Mincemeat,

Siege Ogre 2: Badly Wounded,

Mage 1: Skewered,

Mage 2: In lots of little pieces,

Mage 3: Healthy,

Spiker 1: Full of holes,

Spiker 2: Full of holes,

 

-South:

--West Bank:

Horde 1: Merged,

Horde 2: Merged,

Horde 3: Merged,

Horde 4: Heavily Bolstered, Pyrotechnics,

Siege Ogre 1: Multiple head wounds,

Mage 1: Bolstered, Armored,

Mage 2: Healthy,

Bomber 1: Merged,

Bomber 2: Merged,

Strafer 1: Burnt up,

Strafer 2: Healthy,

Strafer 3: Healthy,

 

--East Bank:

Horde 1: Badly Wounded,

Horde 2: Wounded,

Horde 3: Lightly Wounded,

Horde 4: Lightly Wounded,

Horde 5: Lightly Wounded,

Siege Ogre 1: Lightly Wounded,

Siege Ogre 2: Healthy, Fiery Barrier,

Mage 1: Healthy,

Bomber 1: Star-fried,

Bomber 2: Burnt to a Crisp

Strafer 1: Burnt up,

 

-East:

Horde 1: Tenderized and well-done.

Horde 2: Fine mist,

Horde 3: Lightly Wounded,

Horde 4: Healthy,

Horde 5: Healthy,

Horde 6: Healthy,

Engineer 1: Wounded,

Engineer 2: Exploded,

Engineer 3: Cut down like wheat to the scythe,

Beast Master 1: Healthy,

Beast Master 2: Healthy,

Beast Master 3: Healthy,

Beast Master 4: Healthy,

Beast Master 5: Healthy,

 

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Rending Strike on WHoard 3 and WMage 3 dealing 2d6+2d4+2+Dex Cold damage. 25% Lifesteal due to Perk

 

Loadout

 

 


Energy: 88/110 (Base: 100, Capacity Increase: +10%)

Stats: 21/21 +6 from Training

Essence: 1
Constitution: 5
Dexterity: 10 + 2 + 4
Intelligence: 10
Resistance: 1+8
Strength: 0
Synergy: 0

Perks:
Way of the Catfish: One of the paths of the Hylotl, where they train their mind and body must be in sync. When Dexterity or Intelligence increases the other stat will increase without having spend extra merit.

Way of the Swordfish: One of the paths of the Hylotl, where they train to end fights as swiftly as possible. Grants the Passive: Energy Basin.

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.

Flaws:
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: 8 (6 Naturally, 2 Purchased)

-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 target up to 2 enemies with a 1 turn cooldown

Skewering Blade: A fundamental Hylotl sword technique using the Short blade.
Level 1: Deals 1d6+Dex+[Equip Short Blade Bonus] damage. Deals double damage if target was previously hit by Rending Strike this turn.
Level 2: Deals 2d6+Dex+[Equip Short Blade Bonus] damage.

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

-Passives
Energy Basin: (Perk Based) Everytime Toshiro makes an attack add Int amount of points into his energy pool. Actions may pull from this pool to make themselves more powerful or grant certain effects. However, points may not be gained when using point-based actions.
Level 1: Basin Size is 100 Energy
Level 2: At the end of combat all unused energy is stored for future use.

-Trumps
Form 0: Sunder: A stance taken to analyze a weakness in their foe and strike it. However, it take emmese concentration and cannot be used all the time.
Level 1: Spend a turn and 100 Energy to guarantee the next attack to deal triple damage and ignore Res. Toshiro may spend the energy cost next attack to continue it.
Level 2: Energy cost reduced to 80
Level 3: Energy cost reduced to 60
Level 4: Energy cost reduced to 50

Equipment:

Dual Blade Belt:
Provides two action slots that may only be filled with one-handed bladed weapons and reduces the wearer's Init by 1.
Long Blade:
Blizzard Blade:
Long blade,
Deals 2d4+2 cold damage,
Cold Blooded: User gain 15% resistance to cold damage and weakness to fire damage,
Craft level 1: the user has a 20% boost to resisting mental effects that do not induce calm.
Craft level 2: When this weapon successfully deals damage it inflicts a Frostburn effect(not to be confused with IceFire) that deals 2d3 cold damage at the start of the user's next turn.  Due to high magic draw this item may start causing strange things to happen if the local ambience is worn thin.

Short Blade:
Pink Phaseblade:  pulsing with strange energies.
Long or Short blade,
This weapon deals 1d4+2 Fire/Necrotic damage that ignores Res and attacks made with it inflict "Cauterize" for one round, reducing the effectiveness of healing by 25% on that target.
Craft level 1: As an action the user may create a wall of force that throws two targets back and deals 2d4+2 Fire damage to each, cooldown of one round.

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 
-Microchip: Due to this card’s small size and it being embedded into one’s body it goes with the wearer without much effort. (When the user has the “Dash Tech” action taking up an action slot this item takes no action slots, however, all future upgrades have lower effects)

-Hylotl Shibuichi Helm: A finely crafted Shogun style helm made from silver-copper alloy.
+2 Res,
Set Bonus: If equipped with "Hylotl Shibuichi Chest & Legs" this requires no action slot and the user chooses a resource pool they have, that pool has 10% higher max capacity.

-Hylotl Shibuichi Chest: A finely crafted Shogun style chest piece made from silver-copper alloy.
+3 Res.

-Hylotl Shibuichi Legs: A finely crafted Shogun style pair of greaves made from silver-copper alloy.
+3 Res.
 

 

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Attack Siege Ogre 1 six times with the Timeslicer. Deals 72+12d8 RES-ignoring damage.



HP: 24
Moves: TBD
 
Stats: 
  • Essence: 6
  • Constitution: 2
  • Dexterity: 8
  • Intelligence: 7
  • Resistance: 2
  • Strength: 3
  • Synergy: 4

Doubleshift: Kusuke adds his INT to his DEX for the purposes of calculating the number of moves he receives in a turn.

 

Take Two: Kusuke automatically rerolls any failed checks once. Uses per round limited to (number of worlds cleared +1.)

 

Take It Back: Kusuke has the ability to accelerate or rewind an object along its personal timeline if he can reach it. This can include moving it, or simply aging/de-aging it in place. Success (when not governed by an Action) is determined by Essence, Synergy for the raw magnitude of the shift, and Intelligence for finding the proper timelines to move it along. Doing this too often in a short amount of time, or doing a shift with a very high magnitude, can prompt checks for exhaustion, which can cause negative status or damage to Kusuke. Sentient and sapient targets may also attempt to resist, using their Essence.

 

Flaw - Automatophobia: Kusuke loses 1 Essence every time he is attacked or otherwise negatively affected by a mechanical enemy until the encounter ends. 

 

Actions

 

Recall: Sets Kusuke's status back to what it was at the start of last turn. Only usable once per turn.

-Level 2: Can target people and objects other than Kusuke.

 

 

(Trick) Blink: The user spends one turn to nullify a wide range of physical status effects such as bind and slow by teleporting out of them or using it to enhance mobility. Out of Encounters, this technique allows for a teleport of up to Int+Syn Feet.

-Trick Level: Blink can now move Kusuke twice as far.

 

Borrowed Time III: Kusuke stores a turn for later use, up to a maximum of 4 turns.

 

Martial Arts: Allows Kusuke to deal 1d6+DEX damage without using a weapon, and adds DEX/2 to damage dealt with small weaponry such as knives. 

 

Timeslicer: A nearly indestructible knife made for Kusuke by Satomi, this knife was made painstakingly with timefucked metal -- Satomi hammered each phase into a knife shape, and managed to make a razor-sharp, saw-toothed edge for each phase, these teeth flowing smoothly in their positioning between phases and thusly making a knife that will chew up armor and is very difficult to stop
Deals 2d8+[Dex ] damage, ignores all Res and active(or lower) level defensive effects.
+50% base damage on a crit.
50% less likely to be stolen, destroyed, or unequipped by outside effects.

 

Lightweight Time Sandwich Armor: A simple chestplate, as lightweight and small as Satomi could get a plate that consists of two pieces of metal and a piece of time-metal between them. It's got some weight to it, but it really isn't that bad and the plate is small enough and curved enough to not be much of a hindrance to Kusuke's movement either. It is also very durable, and less roughly made than Satomi's armor -- she's hammered the edges together on this one, so on first sight it just looks like a single metal breastplate.
+3 Res while equipped, 50% less likely to be stolen, destroyed, or unequipped by outside effects.

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Arminius Mass Inspires.

 

Piglet Reverses and then slams into Ogre 2 again. Not letting her momentum go to waste she continues onward to Insurance Fraud The mages.

 

Spoiler

Essence: 10
 
Constitution: 2
 
Dexterity:  2
 
Intelligence: 3
 
Resistance: 2+6
 
Strength: 2
 
Synergy: 2
 
Perks:
 Flaw: Only human: The user's stats (Excluding Essence) are considered 1/3 lower, and this effect can be negated temporarily for a random debuff.

Monster Girl Binding Field: Once per world, when a boss is defeated their essence is sapped to create a minion with halved stats. Each boss gives a bonus to player characters in a group with Arminius. Only one bonus can be used at a time and once per plot switch MG mid combat, but at will any other time.


Goblin Negotiation Tactics: Prices are divided by Arminius's Essence minus the shopkeeper's

Mythriltongue: Grants access to the move "Mythril tongued"
 
Actions: 6
-Actives
Inspire: Improve an ally’s morale giving them +½ essence to Str for a turn.

    More Inspirational: Inspire lasts for an additional turn.

    Dr. Feelgood: Who needs a medical liscence!?  Heals the target for 1/2 Ess
 

Mourner's Ice: Arminius forcibly grabs some of the opponent's soul and takes it for himself. This reduces the opponent's Essence by 1 for the encounter and gives Arminius an essence piece of a type that depends on the person he took it from. 

      Souls for the Soul Forge!:  After combat Arminius automatically collects an essence piece from dead enemies.

 

Perk Backed: Mythril tongued: Arminius tries to get an enemy to be more willing to help the party. Ess V Ess, exact effects are up to the GM.


-Trumps
Mass Inspire: Improves all ally’s Morale giving them +½ essence to Str for 5 turns. Usable once per plot.

    Churchill's Counterpart: Also improves the RES of allies.

    Gorge your Hatred: Inspired Allies get an extra attack.
 

Equipment:
 Terrarian Copper Bow of Chilling: Deals 4d4+[Dex]+3 cold damage and reduces the target's Init by 2 points, Frostfire arrows used with this weapon have a 50% increase in magnitude, cannot be used with Fire arrows.

Terrairan Bronze Helmet: +1 Res while equipped, if equipped with matching Chestplate and Grieves requires no action slot and grants an additional +2 Res.

Terrarian Bronze Chestplate: +2 Res while equipped.

Terraian Bronze Grieves: +1 Res while equipped.

 

Spoiler

HP: 150

Stats:

Dexterity:4

Intelligence:4

Con: 13
Res: 10
Str: 8

Perks:
Threshold Damage: If the Tank would take less than 10 damage it takes no damage at all.

Vehicle: As an move a character can climb into the Tank and begin operating it or become a passenger, a maximum of two characters can be in the Tank at any time.
While operating the Tank the characters lose access to most of their actions and gain access to the Tank’s actions, two different characters can’t use the same Tank action in the same round.
Damage targeting the characters is redirected to the tank instead, should the Tank be reduced to 0 HP the character(s) inside take overflow damage distributed evenly before being ejected.

Actions:
Slots:
-Actives:
SHOOTY DAKKA:
Deals 2d6+[Dex or Int] damage twice, 50% chance to gain one “Heat” stack on the first use of the round, 100% chance on additional uses.  Becomes unusable at 5 Heat stacks.  Not using this action for one full round removes all Heat.

CHOPPY DAKKA:
Ram one enemy to deal 2d6+[Str] damage and make a Str vs Str check, stun on success.
-Craft Level: Enemies attacking the Tank in melee now take 1d6+[Str]/2 retaliation damage.

REV DA ENGINES!:
Increase Str by 5 for two rounds, effect doesn’t stack with itself but using it again before it wears off refreshes the duration.

 

Passives:

DK: The user can begin Drifting when operating any vehicle, while active, everyone in the vehicle has 20% Dodge Chance, but a 25% Miss Chance.

Drugs are Good, Mkay?: Whenever the user is afflicted by any mental status effect, their Int increases by 5.

 

Equipment:  
(Active effect) Ironskin potion:  +3 RES

Terrairan Bronze Helmet: +1 Res while equipped, if equipped with matching Chestplate and Grieves requires no action slot and grants an additional +2 Res.

Terrarian Bronze Chestplate: +2 Res while equipped.

Terraian Bronze Grieves: +1 Res while equipped.

 

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Satomi attacks Siege Ogre 1 with the Axe Trebuchet, or if Kusuke in fact killed it, Siege Ogre 2!

 

Active Passives: Destructive Inspiration (33% chance for a x3 crit and additional effect while using the AXE Trebuchet), Slaughtaur Shield (First time hit in a turn, take 50% reduced damage until end of turn or next action).

Spoiler

Destructive Inspiration: Satomi is suddenly struck with a burst of inspiration as to how to use a siege or base weapon to devastating effect. For the rest of the encounter, when Satomi uses this weapon she has a 33% chance of getting a critical hit with it, a critical hit which deals 3x the damage rather than simply 2x the damage, and has an additional effect at the GM's discretion. Can only be used once per World.

 

Structural Repair: Satomi starts to repair the damage done to a structure, a skill she has developed over the course of her duties. (INT+CON)d4 damage repaired to a structure such as a base, building, siege weapon, or fortification.

 

Daisho (currently Wakizashi): A set of two swords (a katana and a shorter wakizashi) carried by absolutely any Samurai at all times, the Daisho is a mark of the Samurai's noble class and honor. 2d6+STR damage, when upgrading the weapon Satomi can choose a different effect for each sword (Katana and Wakizashi) for each level, but must choose only one of these swords to wield in combat at the beginning of each encounter. The Katana deals 3d6+STR damage, whereas the Wakizashi gives a bonus of +3 to structural actions.

Level 2: The Katana now deals 3d6+STR damage, whereas the Wakizashi now gives a bonus of +3 to structural actions.

 

Time Sandwich Samurai Armor (Level 2): These rectangular plates of samurai armor (on Satomi's thighs, shoulders, and chest) have been modified, with usage of the metal resulting from the bay explosion making the armor extremely difficult to pierce without sustained effort -- damage only sticks on one of the phases of the timeshifting metal.

Level 1: +3 RES when equipped.

Level 2: +4 further RES when equipped.

Level 3: +2 more RES when equipped.

 --Agony-Resistance Outfit: A set of stockings, sleeves, gloves, hood, and an inner robe made of two layers of fabric, a wire mesh, and purification powder. The stockings go to the thigh, are a bit tight, and the silk pattern around where the wire mesh ends at the top create an almost lace-like appearance. They also have straps running down the sides. The sleeves (with the same kind of straps) and gloves are fairly mundane, though the gloves have a fancy pattern on the palm and fingers intended to retain grip. As for the nagajuban, as it is under the kimono, it isn't usually visible, but Satomi's idea of placing belts above and below her chest and just above her hips has the unintended effect of tightening the inner robe enough to even emphasize her figure with a kimono on.

Level 1: Grants the wearer 2 Res and immunity to some environmental effects, doesn't require an action slot if worn with another set of armor.

 

(this is a total of 11 RES from gear lmao)

 

Sphere-launcher Ballista Emplacement: A fairly simple and “small” piece of equipment(as far as siege weaponry goes) that can be packed up and moved from location to location for field operations or as transient support. It requires two moves(from the same or different characters) to setup or take down the emplacement, one move is required to load the weapon after setup and each shot, one move is required to fire the weapon, a character who intends to fire the weapon at a quickly moving or distant(50+ yards away) human sized or smaller target must also first spend a move aiming the weapon. This weapon deals 20+[Operator’s Int]+[Ammunition] damage to a single target. Different ammunition may add or alter effects beyond damage. Fills two action slots in the loadout.

 

(8x) Stone Fragmentation ammo: A deceptively simple set of spheres, these pieces of ammunition for Satomi's ballista are simply slightly jagged spheres of stone that have been hammered and struck with relatively light force so that though they remain intact, an impact such as hitting something after being launched will send them violently flying into sharp, momentum-filled stone shards. She carries them in a sack. Adds 8d4 damage and forces the damage to be divided between four targets when used in an appropriate siege weapon.

 

Slaughtaur Shield: A large, shiny, oval shield with spikes along its outer edge and a large skull in the center.

Level 2: The first time the user takes damage in the round they reactively raise the shield, reducing any further incoming damage by 50% until their next action or the end of the round.  Only activates automatically once per round.  Training again with this item with at least 10 Int may unlock another effect.

 

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  • 2 weeks later...

Azgrurk continues firing at the Horde 4 in the SW Bank with his Lightning Mauler, dealing 3d6+6 damage. Anorky now gives him +3 damage, and a 3% chance to miss.

 

Azgrurk's Orky Actions

Spoiler

Actives

Grab: Azgrurk reaches out with his claw in an attempt to grab an opponent.
Level 1: Azgrurk forces a STR V STR check against a single target. If he wins, the target is “Grabbed”, and is unable to take any physical actions, until Azgrurk either lets them go or they win another STR V STR check. Can only be used against targets capable of fitting into his hand.

 

Smash: Azgrurk slams his large claw into the ground.
Level 1: Deals 2d6+STR damage against one target.
Level 2: Deals doubled damage if used when Azgrurk has a target “Grabbed”.

 

Passive: 

Anorky
“DAKKA DAKKA DAKKA DAKKA DAKKA DAKKA”


Everytime Azgrurk fires a gun, he gains +1 damage to all guns and a 1% chance to miss. This can stack indefinitely, and “Anorky” stacks pass over to other encounters.

 

Equipment

Ork Mechsuit: The suit of metal Azgrurk wears, enhancing his already “Orky” abilities.
Level 1: Gives Azgrurk +3 Resistance.
Level 2: Now bound, and gives Azgrurk +1 Strength.

 

Lightning Mauler: A scarred and partially fused assault rifle, the barrel glows with a yellowish aura.

Deals 3d6+[Ess] Electric damage, ignores the first 4 points of Res, cannot be altered by traditional means.

 

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  • 2 weeks later...

"The wall is starting to take heavy damage. If this keeps up, things could be bad."

"I need to buy time....Maybe If I.."

Leo pulls out two of his samples. The tainted alloy ingot sample, and the deathwyvern bone sample.
By his will Purple mist lept up in a stream from the bone, and met with the alloy, the result is a black mist of dark magic. Streaming together and collecting around leo. 
         Focus....More power....Give it more power. Don't hold back
More and more. Leo put an immense amount of effort and mana into the spell. He needed to shut these guys down.
He spoke. The words of the blizzard wind spell once again falling from his lips. But there was no sudden cold.

Instead The black fog began to roll and expand. twisting wickedly as leo directed it down. Sending it towards the enemy.
A cloud of pain descending upon them.


Leo uses alternate cast, and blizzard wind. Targeting  Horde 1, Horde 2, Horde 3, and the two siege ogres on the SE
He spends 10 mana, as to drastically increase the power of the spell, fulfilling the casting requirements of alternate cast in the process

((If any of these targets are dead by the time leo gets to them, replace that target with another random valid target))

Spoiler

[37] Channeling the spell in this manner makes it inflict five targets with [base damage] Agony stacks for one round.

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Music:

Spoiler

 

 

The Siege Ogre in the West steps in the pit full of burning slime, it takes 16 damage.

The punji pits in the Southwest likewise see some use, several goblins falling in and being stepped on and shoved down, Horde SW4 takes 18 damage.

The lightning golems in the Southeast surround one of the Hordes completely decimating it.

The golems in the East start attacking one of the Hordes, thoroughly distracting it.

 

Amelie lines up another shot and finishes off the last Engineers in the East.

 

[2] Jun fires the massive crossbow into a Horde of goblins for 58 damage, those that aren’t taken by the explosion scatter in all directions.

 

Toshiro slashes two groups of goblins for 28 damage each, he gains 14 total HP from this.

 

The Arms Dealer turns his attention to the GIANT DOG MONSTERS OH GOD.

He fires wildly dealing 7, 4, 4, 6, and 4 damage.

 

The only Horde in the West decides to cut its losses and get out, they throw down their weapons and run.

The Horde in the Southwest hunkers down to protect the newest group of Mages.

The Hordes in the Southeast fall upon the wall, dealing a grand 174 damage as small explosions rock across the rubble.

The two Hordes able to act in the East take the fight to the Golems, beating them to a fine powder and removing them from the equation.

 

The Dryad casts a Ward granting 25% damage reduction to Kusuke, Satomi, Leo, and Az for one round.

 

Kusuke disappears, only to reappear a few seconds later just as one of the Siege Ogres nearly collapses from the sudden appearance of dozens of deep gashes.  He dealt 120 damage.

 

Lucille sends two thunderous claps at the group of Mages, rendering them deaf and dead.

An angry cat-dragon flies after the other routed goblins.

 

The Borean Strider stomps into the East crushing the goblin Hordes below it for 22 and 18 damage.

 

The Demo mumbles something about “Amateurs and their half-assed work” before tossing another bomb for 15 and 13 damage.

 

Satomi activates her Trebuchet again, dealing another 64 damage to the already wounded Siege Ogre.  It still isn’t quite enough, man these things are tough.

 

The Guide fires another arrow for 10 damage.

 

The Blacksmith, Mason, and Carpenter desperately try to repair the Southeast wall, only managing 35 healing collectively.

 

Four of the Beast riding goblins start ascending the ladders onto the walls, while the last waits it fires an arrow at Jun for 8 damage.

 

The Mages in the Southwest shoot balls of fire at the Dryad and Satomi dealing 12 and 6 damage and setting each on fire for one round.

The Mages in the Southeast throw up a barrier around the pyrotechnics using Horde.

The Guide Burns.

 

The two remaining Strafers attack bomb the walls for 33 damage.

 

Alone and covered in fire the Siege Ogre in the West decides to run, its masters dominating it no more.

Despite actively bleeding to death the first Siege Ogre in the Southeast hammers its fist against the walls for 138! damage.  Its fellow follows up with another 108 damage, just enough to trigger and mass collapse. Each Ogre takes 12 backlash damage.

 

The Wall.  Comes. Down.  Those in the South are no longer protected from melee attacks!

 

The Tavern Keep doesn’t have anything left to attack, isn’t that nice.

 

Rose blasts the healthy Ogre for 20 damage, blowing apart it shield.

 

Leo musters up a mass of mana nearly as large as he is himself, running it through various objects it slowly becomes a mass of black mist.

In one smooth motion a billowing cloud of pain washes over the battlefield, everything in its path screams in pain and agony.  Once it passes Leo notices a small group of goblins and the wounded Ogre fail to stand again, their corpses releasing a feint black smoke.  Those that do stand struggle to actually make any headway.

 

Despair Save: 9 vs 38,

Luck: 99,

Random Blitz: 17,

 

Everyone hears the distant sound of a small implosion.

 

Snow informs Leo she no longer has any contact with his SPC golems back at the village.  He has a really really bad feeling about this.

 

Arminius inspires everyone to kill faster, better, stronger.

Piglet rams the tank into the healthy Ogre for 19 and the Mages for 25 damage.

 

[87, 74] Az fires more lightning at the goblins frying them alive with 22 and 26 damage.

 

 

 

Turrets:

Spoiler

 

-West:

The turrets here power down, nothing left to at.

 

-South:

 

One of the Plasma cannons focuses down another Strafer, the other has trouble shooting from under a pile of rubble.

The giant flower on the Southeast wall spews flames on the remaining Siege Ogre dealing 16 damage.

 

-East:

 

The Labor Golems simply reload here.

The Plasma Cannon fires on the Hordes advancing dealing 12 damage total.

 

Reinforcements:

Spoiler

Nothing!  The Goblins have already thrown everything they have at you!

 

Init: 

Spoiler

Average Dex: 9

Naming Convention: [Location]:[Designation]

 

 

North/Town:

18 Amelie

4 Mason

4 Carpenter

 

West:

15 Toshiro

7 Lucille

5 Guide

3 Tavern Keep

 

South:

10 Kusuke

9 Satomi,

8 Goblin Horde(SW:4)

8 Goblin Horde(SE:3, 5)

8 Dryad

7 Demo

6 Goblin Strafer(SW:3)

5 Leo

4 Goblin Mage(SE:1)

4 Goblin Mage(SW:1-2)

4 Siege Ogre(SE:2)

4 Tattletale

4 Arminius

3 Az

 

East:

18 Jun

12 Beast Masters(E:1-5)

10 Arms Dealer

8 Goblin Horde(E:4-6)

5 Borean Strider,

5 Blacksmith

3 Huntress(Rose)


Status:

Spoiler

PCs:

Jun: 36/44, +3 Res, 

Toshiro: 20/30, +3 Dex for moves, -10% damage taken,

Kusuke: 17/24, 3 Moves, 25% DR, +5 Str and Res for two rounds,

Satomi: 10/24, 25% DR, 2 Moves, +5 Str and Res for two rounds,

Leo: 24/24, 25% DR, 2 Moves, +5 Str and Res for two rounds,

Arminius: 23/24,

-Piglet: 20/20, +3 Res, +10 Str and +5 Res for one round,

Az: 20/36, 25% DR, 2 Moves, +5 Str and Res for one round,

 

NPCs:

Amelie: 30/30, 2 Moves, North,

Arms Dealer: 26/40, East,

Dryad: 28/55, South, 2 Moves, +5 Str and Res for two rounds,

Demo: 40/40, South, 2 Moves, +5 Str and Res for two rounds,

Guide: 16/40, West,

Mason: 40/40, North, 2 Moves, +5 Str and Res for two rounds,

Carpenter: 40/40, North, 2 Moves, +5 Str and Res for two rounds,

Blacksmith: 40/40, East, 2 Moves, +5 Str and Res for two rounds,

Tattletale: 30/30, South, 2 Moves, +5 Str and Res for two rounds,

Tavern Keep: 9/40, West,

Huntress(Rose): 62/62, East, 2 Moves, +5 Str and Res for two rounds,

Lucille: 28/28, West,

 

Borean Strider: 500/500,

Armor: 250/250,

 

Village:

 

SE Walls: Broken!

SW Walls: 731/875

E Walls: 1008/995

W Walls: 734/995

Town: 1,226/1,360

 

Goblins:

-West:

Horde 1: Iced,

Horde 2: Merged,

Horde 3: Routed,

Siege Ogre 1: Seared Mincemeat,

Siege Ogre 2: Routed,

Mage 1: Skewered,

Mage 2: In lots of little pieces,

Mage 3: Deaf and dead,

Spiker 1: Full of holes,

Spiker 2: Full of holes,

 

-South:

--West Bank:

Horde 1: Merged,

Horde 2: Merged,

Horde 3: Merged,

Horde 4: Lightly wounded, Pyrotechnics,

Siege Ogre 1: Multiple head wounds,

Mage 1: Scratched, Armored,

Mage 2: Healthy,

Bomber 1: Merged,

Bomber 2: Merged,

Strafer 1: Burnt up,

Strafer 2: Burnt up,

Strafer 3: Scratched,

 

--East Bank:

Horde 1: Golem chew-toy

Horde 2: In agony,

Horde 3: Lightly Wounded, Fiery Barrier, Stun

Horde 4: Fried alive,

Horde 5: Lightly Wounded, Stun

Siege Ogre 1: In agony,

Siege Ogre 2: Healthy,

Mage 1: Wounded,

Bomber 1: Star-fried,

Bomber 2: Burnt to a Crisp

Strafer 1: Burnt up,

 

-East:

Horde 1: Tenderized and well-done.

Horde 2: Fine mist,

Horde 3: Skewered

Horde 4: Wounded,

Horde 5: Lightly Wounded,

Horde 6: Healthy,

Engineer 1: Dead,

Engineer 2: Exploded,

Engineer 3: Cut down like wheat to the scythe,

Beast Master 1: Scratched,

Beast Master 2: Scratched,

Beast Master 3: Scratched,

Beast Master 4: Scratched,

Beast Master 5: Scratched,

 

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Recall Satomi, then attack the Siege Ogre twice.



HP: 24
Moves: TBD
 
Stats: 

 
  • Essence: 6
  • Constitution: 2
  • Dexterity: 8
  • Intelligence: 7
  • Resistance: 2
  • Strength: 3
  • Synergy: 4

Doubleshift: Kusuke adds his INT to his DEX for the purposes of calculating the number of moves he receives in a turn.

Take Two: Kusuke automatically rerolls any failed checks once. Uses per round limited to (number of worlds cleared +1.)

Take It Back: Kusuke has the ability to accelerate or rewind an object along its personal timeline if he can reach it. This can include moving it, or simply aging/de-aging it in place. Success (when not governed by an Action) is determined by Essence, Synergy for the raw magnitude of the shift, and Intelligence for finding the proper timelines to move it along. Doing this too often in a short amount of time, or doing a shift with a very high magnitude, can prompt checks for exhaustion, which can cause negative status or damage to Kusuke. Sentient and sapient targets may also attempt to resist, using their Essence.

Flaw - Automatophobia: Kusuke loses 1 Essence every time he is attacked or otherwise negatively affected by a mechanical enemy until the encounter ends. 

Actions

Recall: Sets Kusuke's status back to what it was at the start of last turn. Only usable once per turn.
-Level 2: Can target people and objects other than Kusuke.

(Trick) Blink: The user spends one turn to nullify a wide range of physical status effects such as bind and slow by teleporting out of them or using it to enhance mobility. Out of Encounters, this technique allows for a teleport of up to Int+Syn Feet.
Trick Level: Blink can now move Kusuke twice as far.

Borrowed Time III: Kusuke stores a turn for later use, up to a maximum of 4 turns.

Martial Arts: Allows Kusuke to deal 1d6+DEX damage without using a weapon, and adds DEX/2 to damage dealt with small weaponry such as knives. 

Timeslicer: A nearly indestructible knife made for Kusuke by Satomi, this knife was made painstakingly with timefucked metal -- Satomi hammered each phase into a knife shape, and managed to make a razor-sharp, saw-toothed edge for each phase, these teeth flowing smoothly in their positioning between phases and thusly making a knife that will chew up armor and is very difficult to stop
Deals 2d8+[Dex ] damage, ignores all Res and active(or lower) level defensive effects.
+50% base damage on a crit.
50% less likely to be stolen, destroyed, or unequipped by outside effects.

Lightweight Time Sandwich Armor: A simple chestplate, as lightweight and small as Satomi could get a plate that consists of two pieces of metal and a piece of time-metal between them. It's got some weight to it, but it really isn't that bad and the plate is small enough and curved enough to not be much of a hindrance to Kusuke's movement either. It is also very durable, and less roughly made than Satomi's armor -- she's hammered the edges together on this one, so on first sight it just looks like a single metal breastplate.
+3 Res while equipped, 50% less likely to be stolen, destroyed, or unequipped by outside effects.

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Piglet GTAs the Mage group and then reverses to do it again.

Arminius talks to the Ogre. (Mythril Tongue)

"Oi! Look around, your masters are almost dead! You can walk out of here without a problem if you wanted to, and live! But if you do stay and fight we'll just kill you like the rest. Don't be stupid and just leave!"

 

Spoiler

Essence: 10
 
Constitution: 2
 
Dexterity:  2
 
Intelligence: 3
 
Resistance: 2+6
 
Strength: 2
 
Synergy: 2
 
Perks:
 Flaw: Only human: The user's stats (Excluding Essence) are considered 1/3 lower, and this effect can be negated temporarily for a random debuff.

Monster Girl Binding Field: Once per world, when a boss is defeated their essence is sapped to create a minion with halved stats. Each boss gives a bonus to player characters in a group with Arminius. Only one bonus can be used at a time and once per plot switch MG mid combat, but at will any other time.


Goblin Negotiation Tactics: Prices are divided by Arminius's Essence minus the shopkeeper's

Mythriltongue: Grants access to the move "Mythril tongued"
 
Actions: 6
-Actives
Inspire: Improve an ally’s morale giving them +½ essence to Str for a turn.

    More Inspirational: Inspire lasts for an additional turn.

    Dr. Feelgood: Who needs a medical liscence!?  Heals the target for 1/2 Ess
 

Mourner's Ice: Arminius forcibly grabs some of the opponent's soul and takes it for himself. This reduces the opponent's Essence by 1 for the encounter and gives Arminius an essence piece of a type that depends on the person he took it from. 

      Souls for the Soul Forge!:  After combat Arminius automatically collects an essence piece from dead enemies.

 

Perk Backed: Mythril tongued: Arminius tries to get an enemy to be more willing to help the party. Ess V Ess, exact effects are up to the GM.


-Trumps
Mass Inspire: Improves all ally’s Morale giving them +½ essence to Str for 5 turns. Usable once per plot.

    Churchill's Counterpart: Also improves the RES of allies.

    Gorge your Hatred: Inspired Allies get an extra attack.
 

Equipment:
 Terrarian Copper Bow of Chilling: Deals 4d4+[Dex]+3 cold damage and reduces the target's Init by 2 points, Frostfire arrows used with this weapon have a 50% increase in magnitude, cannot be used with Fire arrows.

Terrairan Bronze Helmet: +1 Res while equipped, if equipped with matching Chestplate and Grieves requires no action slot and grants an additional +2 Res.

Terrarian Bronze Chestplate: +2 Res while equipped.

Terraian Bronze Grieves: +1 Res while equipped.

 

Spoiler

HP: 150

Stats:

Dexterity:4

Intelligence:4

Con: 13
Res: 10
Str: 8

Perks:
Threshold Damage: If the Tank would take less than 10 damage it takes no damage at all.

Vehicle: As an move a character can climb into the Tank and begin operating it or become a passenger, a maximum of two characters can be in the Tank at any time.
While operating the Tank the characters lose access to most of their actions and gain access to the Tank’s actions, two different characters can’t use the same Tank action in the same round.
Damage targeting the characters is redirected to the tank instead, should the Tank be reduced to 0 HP the character(s) inside take overflow damage distributed evenly before being ejected.

Actions:
Slots:
-Actives:
SHOOTY DAKKA:
Deals 2d6+[Dex or Int] damage twice, 50% chance to gain one “Heat” stack on the first use of the round, 100% chance on additional uses.  Becomes unusable at 5 Heat stacks.  Not using this action for one full round removes all Heat.

CHOPPY DAKKA:
Ram one enemy to deal 2d6+[Str] damage and make a Str vs Str check, stun on success.
-Craft Level: Enemies attacking the Tank in melee now take 1d6+[Str]/2 retaliation damage.

REV DA ENGINES!:
Increase Str by 5 for two rounds, effect doesn’t stack with itself but using it again before it wears off refreshes the duration.

 

Passives:

DK: The user can begin Drifting when operating any vehicle, while active, everyone in the vehicle has 20% Dodge Chance, but a 25% Miss Chance.

Drugs are Good, Mkay?: Whenever the user is afflicted by any mental status effect, their Int increases by 5.

 

Equipment:  
(Active effect) Ironskin potion:  +3 RES

Terrairan Bronze Helmet: +1 Res while equipped, if equipped with matching Chestplate and Grieves requires no action slot and grants an additional +2 Res.

Terrarian Bronze Chestplate: +2 Res while equipped.

Terraian Bronze Grieves: +1 Res while equipped.

 

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Azgrurk switches things up... By opening fire on the Goblin Horde as SE instead of SW with his Lightning Mauler, dealing another 3d6+6 damage. Anorky now gives him +4 damage, and a 4% chance to miss.

 

Classical Ork actions

Spoiler

Actives

Grab: Azgrurk reaches out with his claw in an attempt to grab an opponent.
Level 1: Azgrurk forces a STR V STR check against a single target. If he wins, the target is “Grabbed”, and is unable to take any physical actions, until Azgrurk either lets them go or they win another STR V STR check. Can only be used against targets capable of fitting into his hand.

 

Smash: Azgrurk slams his large claw into the ground.
Level 1: Deals 2d6+STR damage against one target.
Level 2: Deals doubled damage if used when Azgrurk has a target “Grabbed”.

 

Passive: 

Anorky
“DAKKA DAKKA DAKKA DAKKA DAKKA DAKKA”


Everytime Azgrurk fires a gun, he gains +1 damage to all guns and a 1% chance to miss. This can stack indefinitely, and “Anorky” stacks pass over to other encounters.

 

Equipment

Ork Mechsuit: The suit of metal Azgrurk wears, enhancing his already “Orky” abilities.
Level 1: Gives Azgrurk +3 Resistance.
Level 2: Now bound, and gives Azgrurk +1 Strength.

 

Lightning Mauler: A scarred and partially fused assault rifle, the barrel glows with a yellowish aura.

Deals 3d6+[Ess] Electric damage, ignores the first 4 points of Res, cannot be altered by traditional means.

 

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