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


StormLord

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"Just give me a moment." Kusuke seemed to apparently wink out of existence in front of Leo's eyes, just as he reappeared where he'd been standing near Satomi just a moment ago. "On the bright side, there's no trap waiting for us past that barrier. We really shouldn't split up in a place like this." He glanced at the surroundings, trying to reassure himself with the fact that it was, in fact, all illusory. "It's a bit disturbing, but so's everything here. . . Anyway, let's go." He waited for a moment to confirm Satomi was, in fact, moving toward the portal(?) before striding back through himself. The time traveler took one last look upward at the foreboding, unnatural structure, before rolling his shoulders and starting forward again. "No sense in wasting time."

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"Right. Right, okay. I'll follow right behind you then." Satomi glanced back at the monsters seeming to catch up to them, realizing that they were in fact probably hostile, and then she once more tugged her kimono tighter around her body and followed Kusuke through the barrier.

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Leo approaches the portcullis.  It's dark, sturdy, and very much closed.  It looks like it's made of banded iron with added spikes to dissuade invaders who attempt to ram it open.  Behind it is a heavy door reinforced with what seems to be a thin layer of metal, to reduce the risk of fire.

The walls are smooth with a slight trench at their base to make them seem even taller than they are.  There are small machicolations on the underside of the battlements.

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[53]

 

At first, nothing happens, but after several seconds the door behind the portcullis slowly creaks open just a hair.  A single eye peaks through, covered in what looks like some kind of helmet.

It bleats out something completely incomprehensible in a low, quiet voice before slamming the door shut.

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"Are you sure that's a good idea?" The iron structure looked far too heavy for them to lift, though if it was mostly illusory, it might not have quite so much substance. . . which also meant he could manage it on his own. "I'm gonna check something else out first, you, uh, have fun with that." 

 

Kusuke walks back along the path that seems to lead away from the castle, to see if there's another portal. Failing that, he'll teleport past the portcullis and look for some sort of gatehouse and associated lifting mechanism.

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[84]

 

Kusuke doesn't find any portal back, but he does manage to blink over the wall easy enough.  Once over he's met with a uhh....person?  It's difficult to tell really, their proportions are just a little off, they're wearing armor that almost looks like it's made of wood, well painted wood, but still wood, and their face is obscured by a sort of clinging darkness.

 

They look surprised at first, before moving for the sword on their belt.  They've got a menacing posture, but their movements are oddly stiff and just a little awkward.

 

Behind them is a small gatehouse and a winch tied to the portcullis with a chain.

 

Group Str check: 34 vs 32,

 

Leo, Satomi, and Jun grab one side of the gate, Az grabs the other, and together they lift with all their might.

Eventually they manage to get it lifted enough to pass through, but if any one person lets go for too long the whole thing is going to come slamming down.  Especially if that person is Az.

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"Okaaaa….Hold it there....I think Ive got this"

 

Spoiler

Syn check: 17 vs 13,
Arcana: 15 vs 12,
Leo creates a solid rod of force mana to wedge under the portcullis.


Channeling up some force mana, Leo lodges it under the Portcullis, speaking a short and simple spell to render the magic self sustaining and more solid.

 

"Okaaaaay….I think that should be good"
Leo nods and carefulyyyyyy moves to let go of the portcullis, ready to grab back on or back off if something starts going bad, And assuming nothing bad happens he will move to open the door.

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Leo's force rod holds enough to the party to relax, then he starts pushing and pounding on the door trying to get it open.

 

Kusuke of the future runs over to the winch and winds it up as far as he can then puts it in the locked position to relieve the remaining stress on the party outside.  He then suddenly hears a pounding and realizes the door is barred, something he rectifies fairly easily.

 

Kusuke of the past finds that his leg sweep is woefully underwhelming because this guy just...doesn't fall down for some reason.  He does manage to dodge sword swipes and even knock the weapon away right in time for Az to come up behind him and....finish the job.

 

 

Beyond lies a small courtyard with gravel paths and several small planted areas for decoration.  On the opposite side is the entrance to the main keep, it's door left open a slight crack.

Closer inspection reveals the plants to not be quite what they seem, flowers are made of stained glass or bloom into eyes, the grass turns and shifts like it's alive, and the trees are made of thousands of tiny bones fused together.

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"Yeah..."
"We're close. Everyone, be ready for anything. This is the center of this whole place, and the signal is coming from inside. Our target is most likely beyond that door." 

Leo takes a breath. Alright, time to see what they were really dealing with.

 

Once everyone is ready, enter the keep 

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One of the Kusukes vanished as the other strode forward. "Really, really not liking this place," he mumbled, glancing between the dark building ahead, the warped "plants" nearby, and Satomi, keeping an eye on the latter's well-being. He still firmly believed that she should have stayed behind, especially when something as prone to messing with one's head as this was on the table. There was also the matter of what was going to happen once they were done; Arminius had a lot to answer for.

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With the door no longer pressing down on them, Satomi let out a breath, letting her arms drop to her sides again -- she took some relief in the fact that the motion of her kimono in the process dig not dig soot into her anymore, but that wasn't to say that her overall state was anything less than completely terrible, still. Upon actually getting into the place, Satomi cast nervous glances around at the plants made of bones and organs... kami, this really did remind her of the Shadowlands. It was uncanny, and as she was at the moment, it was terrifying.

 

Her hands went to the handle of her katana, shaking as she tightened her grip on it to try to help stave away her fear somewhat. She took a deep gulp of air, and then nodded shakily.

"Right, I'm... I'm ready. I have to do this. I have to purge threats of Taint and darkness like this, s, so... yes, I'm ready."

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Azgrurk

 

For the most part, while it took all of Azgrurk's being to hold the old gate for the rest of the Humies, the Ork didn't seem all that out of breath. If anything, he just looked increasingly annoyed by the place. So, when Leo managed to create a rod to keep the gate held up, Azgrurk released his hold, sure that the rod would hold well enough, before watching the door being opened with the help of one of their Humies on the other side... Who was currently fighting another Humie in wooden armor?

 

Weird, but at this point, Azgrurk had seen plenty.

 

However, at the sight, Azgrurk merely grunted, before stomping forward and, when Kusuke knocked away the sword, grabbed the hostile Humie with his large, metallic claw, before attempting to crush its head and move on.

 

Soon after, Azgrurk laid his eyes on the 'garden', if it could be called that. He knew another Warboss who was obsessed with gardening, weird fellow that one, and while the trees made of bones were a nice touch, everything else here... Was not.

 

Nevertheless, it was nearly time for Azgrurk to see what was running the show here. He'd give it a good thumpin' for managing to creep HIM of all things out.

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The party steps through the door into what seems to be some kind of old style theater, red velvet ropes line walkways and floral patterned paper covers the walls.  It's dimly lit with rows of seats facing a stage on the far end of the room, the curtains of which are drawn closed.  Some of the seats are damaged, crushed, charred, or smashed.  Shadows of several...mostly humanoid figures hang from the ceiling far above the party.  Tangled hopelessly in a knot of ropes, wire, chain, and twine run through hundreds, possibly thousands, of tiny metal hooks.

 

Spoiler

 

 

As soon as the last party member crosses the threshold you all hear and inhuman roar from behind the curtains.  The door slams closed as chains and rope bind it shut.  Spotlights shift to point at the stage and the curtains begin slowly rolling back.  Thrashing can be heard and felt from behind them and dust is knocked loose as the mass of knots shakes and sways.

 

The curtains finally part and everyone sees it, a mass of shards of stained glass held together in the form of some monstrous beast.  It hangs just above the floor wrapped in layers of rope, chain, wire, and twine that pin its limbs to its body and restrict movement.  All of the lines binding the Witch run upward to the ceiling and into the mass of tangled knots above.

 

Leo spots his golems, half broken and sitting at the back of the stage just as it struggles again.  It twists and pulls trying to break free, only to tug on the bindings enough to cause most of the marionette figures to fall from their prisons and sway menacingly at the party, moving in an almost lifelike fashion to claw, bite, and strangle them.

 

Init:

Spoiler

Average Dex: 5

 

10 Jun

8 Twine Marionettes

8 Kusuke

6 Wire Marionettes

6 Flora

5 Satomi

5 Jun

5 Kusuke

4 Rope Marionettes

3 Leo

2 Kusuke

1 Az

0 Chain Marionettes

 

Status:

Spoiler

Flora - The Unwitting Puppet Master: Healthy, Completely Bound, Guarded,

 

Twine: Spotless, Binding Tail,

Wire: Spotless, Binding Head,

Rope: Spotless, Binding Arms,

Chain: Spotless, Binding Legs,

 

Twine Marionette 1,

Twine Marionette 2,

Wire Marionette 1,

Wire Marionette 2,

Wire Marionette 3,

Rope Marionette 1,

Rope Marionette 2,

Rope Marionette 3,

Chain Marionette 1,

Chain Marionette 2,

 

Kusuke: 24/24,

Jun: 24/24,

Leo: 24/24,

Satomi: 24/24,

Az: 36,

 

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Kusuke stores all three of his actions for this turn.



Perks

 

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: 

 

Active

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.

 

Doubleshift Another: Use a bit of time travel to allow a person to be in two places at once, granting them an additional action this turn.

 

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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"Target sighted! Lets see what we have here...."

 

Leo brings a hand up to his scouter, adjusting it slightly as his shield beams to life, and he draws snow from her scabbard.
 

 

Loadout

Spoiler

 

Embossed Terrarian Golden Chestplate: Grants +1 Res while equipped and an additional +2 Res against magical attacks.

 

Terrarian Golden Aqua-Aglets: These fanciful enchanted bits of gold and eternal blood ice create a protective shield around their wearer whenever they're in danger. Allows the user to walk on hot surfaces longer and helps keep from getting stuck in the mud as easily by creating a bubble of water around their feet.

 

(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

 

Snow bound: Attacks with this weapon 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.

 

Staff of Lightning Bolts: A simple silver staff with a golden lightning bolt on one end. Deals 3d6+[Syn]+[Int] damage to one target and half as much to two other targets, ignores Res, usable once per combat.

 

(Set effect, Free) Terrarian Gold Scouter: As an action the user can activate a level 1 Analyze spell, once per encounter. The user gains +1 Res vs Analyzed enemies for every empty action slot they have. Set Bonus: When worn with two other pieces of Terrarian Gold armor(chest and other) requires no action slot and the user gains two action slots that may only be used for actives.

 

(Set effect active slot)

 

(Set effect active slot)

 

Golem tech arm mounted computer: In battle this device can project a hard-light shield. granting plus+1 res. This item 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.

 

Relevant perks

 

Spoiler

Mana Magician: The user has a pool of mana each plot, this is equal to Syn+Ess+20, half of the user's current mana is removed from mana they gain, and they gain 1 additional mana at the end of the plot for each time they have trained using Synergy. Mana can be added to any Magical check at-will, dramatically increasing the results.

Font of Elbow Grease: The user has a pool of Elbow Grease each plot, this is equal to Str+Con+20, half of the user's current EG is removed from EG they gain, and they gain 1 additional EG at the end of the plot for each time they have trained using Strength or Constitution. Elbow Grease can be added to any physical check at-will, dramatically increasing the results.

 

 

Stats
 

Spoiler

Essence: 5

 

Constitution: 4

 

Dexterity: 3

 

Intelligence: 6

 

Resistance: 2

 

Strength: 3

 

Synergy:  4

 

 

Leo actives the Scouter Targeting the Witch. This will reveal information about her, and Grant Leo plus 2 Res against her attacks for the rest of the battle.
 

Spoiler

Analyze: Leo cast a spell which allows him to gather data about a machine, technological or golemic system, enchantment, or other object in his immediate vicinity. Gaining relevant information . This also allows him to spot any anomalies or abnormalities in said targets. This ability does not require a success roll to succeed, but it does require a quality roll to determine the value of information gained. This ability constitutes both as a magical check, and an intelligence check.

 

Leo's armor grants him +1 Res, and an additional +2 against magical attacks
Leo's Golemic Arm mounted computer grants him +1 Res
Leo has Night Vision
Leo's Aglets allow him to walk on hot surfaces and keep him from getting stuck in mud.

 

MP:1
EG: 27

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Relevant Perks and stats

 

Essence: 5
Constitution: 2
Dexterity: 10 
Intelligence: 11 
Resistance: 2+6
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".
 

 

 

Loadout

 

 


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

 

Spin to win: Jun takes out her melee weapon of choice and charges into the fray before she spins in place to attack several opponents at once, dealing her equipped weapon's damage against two targets by making an attack against each of them. One round cooldown

 

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.

 

Passives

Burning Necrodancy: Now attuned to the Necrodancic arts the user gains a 50% chance to resist any effect that forces them to dance, if they so choose. Certain other hidden effects are also active. This passive is always equipped and doesn't require a slot.

 

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.

Equipment

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.

 

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.

 

Three Standard Healing potions:
Restore 25 HP, used as a free action, imbiber gains the debuff "Potion sickness: cannot use healing items" for one round.
 

 

 

Jun let out a slight sigh and turned on her plasma sword before she flew off to tear the witch into little warm pieces.

 

Move 1: Jun uses A.G.I.L.E. system to increase her dexterity by 1.8 for two rounds.

Move 2: Jun asks the eternal question of 'Will it blend?' At twine marionette 1 and Flora by using Spin to Win to make a single plasma sword attack at the both of them, dealing 4d6+(21.6) damage to the both of them if Jun managed to buff herself, with an additional 4d4 kicking in if someone had already attacked them.

 

Jun has a 36% percent dodge chance due to her perk if she managed to buff, 20% otherwise.

 

Her meteorite shield core also halves the damage dealt by projectiles for 1 round if she is hit by one.

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Azgrurk

 

"FINALLY" Azgrurk shouts with a large grin, stomping his way towards the Marionettes with only a slight hesitation. This was where he shined, right in the midst of a battle. However, there was a slight issue of all the Marionettes gathering to attack. Ah well, at the very least he could try and get one out. So, Azgrurk uses "grab" on Wire Marionette 2, forcing a STR v STR check against him. If Azgrurk wins (6 Strength normally, +1 from his Mek Suit, and -2 from the "shaken" status), the target is grabbed and cannot take physical actions until Azgrurk lets them go, or they win a STR v STR check. He will be using his large Metal Claw in order to grab it.

 

Azgrurk carries 8 Anorky stacks from the siege.

 

Orky Action List

Spoiler

Action Slots: 5/5

 

-Actions

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.

 

Orky Constitution: As an Ork, Azgrurk is capable of fighting and healing his wounds, even during the middle of combat. As long as he takes a breather.
Level 1: Heals Azgrurk for 1d6+Con health.

 

-Passives

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.

 

-Actions

 

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.

 

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.

 

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Satomi shuddered a bit at the undeniable creepiness of the whole situation — but then she set herself and bared her teeth. She couldn’t as effectively drive her fear into anger as she normally could, with what had... with what had happened, but nonetheless she felt a sense of duty and of course a sense of instinctual anger at the terrifying beung that they were facing. She might be shaken, but Satomi wouldn’t let that stop her from doing what must be done!

 

She almost drew her sword, as that was what samurai simply did, the daisho being the very sign of their samurai status and their adulthood. But her hand hesitated as she realized that that might not be the most useful option, and instead her hands went to grab her bow, taking one of the gel-tipped arrows that she still had, lighting it, and then sending it with a twang in the main creature’s direction!

Satomi uses Flaming Arrow with Terrarian Silver Bow on Flora, dealing 3d6+DEX (6)+INT (12) damage!

She has a 20% chance to miss.

The first time she is struck in a turn, she raises the Slaughtaur Shield and takes half damage until turn end or her next action.

Spoiler

Daisho (Katana)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.

 

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.

—With 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.

 

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.

 

Perfection Crossbow: A mechanical, spring-powered repeating crossbow that is capable of renocking itself after every shot without having to pull a lever -- at the expense of being ridiculously hard to initially load. It is also incredibly lightweight, but that makes it fragile and exacerbates the reloading issues. This item does not take up a slot, skills which target gear for destruction automatically succeed against this item.

Level 1: Deal 2d6+Dex Damage. The user may instead deal 6d6+Dex Damage, but must spend 3 turns reloading afterwards

 

Terrarian Silver Bow: A bow largely constructed of wood but with silver ribbing in its work, it may not be of Kaiu make, but it sure is an effective bow. Despite its material choice. Somehow. To Satomi's consternation.

3d6+[Dex] damage.

 

Flaming Arrows (x1)Arrows slathered with an impressively flammable slime substance, they can really light a fire under your damage potential, at least if you know how to apply them well.

Increase bow damage by [Int], damage becomes fire, consumable.

 

Powered Grapple: A complicated series of gears, belts, switches, a spring, rope, and a Magic Element Engine, all put together with the intent of making a device to shoot out a grappling hook on a rope and draw it back in, all contained within a metal, jointed chassis that fits over the top side of Satomi’s arm. Once crude both in function and appearance, Satomi has put time into it so it looks sleek and functions smoothly... well, mostly smoothly.

Once a turn, the user can draw themselves to a larger or equal target, or draw a smaller target to them. 10% chance to jam and need to be fixed as an action.

 

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Theme:

Spoiler

 

 

Jun buffs her own speed, gaining 8 Dex.

 

The Twine Marionettes both dive towards Satomi, trying to entangle her in their mass of strings.

Str saves: 9 vs 11, 18 vs 16,

She manages to break out of some of the lines and even pull out her shield, but becomes restricted by the rest.

 

Kusuke banks his turn.

 

The Wire Marionettes, almost dog-like beasts pounce at Jun, Satomi, and Az aiming for vital spots to scratch and tear at.  Jun dodges, Satomi takes 2 damage and Az 3, they both start bleeding.

 

Flora roars angrily, but isn’t able to actually achieve much.

 

Satomi knocks and fires her arrow [19] only for a stray line to pull her aim at the last second and send it sailing off into the distance.

 

Jun starts the blending full force with 38 damage to one of the Twine Marionettes and 8 damage to Flora.

The twine around Flora’s torso seems to be burning.

 

The Rope Marionettes aim their stage-prop bows and fire on Kusuke, Leo, and Satomi with surprising effectiveness.  Kusuke and Leo each take 4 damage while arrows tink off Satomi’s armor.

 

[53]

Leo’s analyze spell reveals the monster to actually be an ensouled being who’s Psychic Shell is heavily tainted by the Despair element he found earlier and is bound by an extremely powerful Curse, magic on par with or stronger than Dysto’s.

The Despair, which Soul doesn’t seem to have the will to purge itself of, is causing it to lash out, self perpetuating from the suffering of others and the host.

 

Str check: 6 vs 6,
Az reaches out and eventually manages to grab hold of one of the Wire Marionettes by the main movement lines, thus causing it to sort of dangle barely unable to reach him.

 

The Chain Marionettes slowly clink and jingle to life, saying more slowly, but with more inertia than the others.  They draw wooden swords and strike Kusuke for 10 and Leo for 9.

 

 

Init:

Spoiler

Average Dex: 5

 

18 Jun

8 Twine Marionettes

8 Kusuke

8 Jun

6 Wire Marionettes

6 Flora

5 Satomi

5 Jun

5 Kusuke

4 Rope Marionettes

3 Leo

2 Kusuke

1 Az

0 Chain Marionettes


 

Status:

Spoiler

Flora - The Unwitting Puppet Master: Healthy, Completely Bound, Guarded,

 

Twine: Spotless, Straining, On Fire, Binding Tail,

Wire: Spotless, Binding Head,

Rope: Spotless, Binding Arms,

Chain: Spotless, Binding Legs,

 

Twine Marionette 1: It does indeed blend

Twine Marionette 2: Healthy,

Wire Marionette 1: Healthy,

Wire Marionette 2: Healthy,

Wire Marionette 3: Healthy,

Rope Marionette 1: Healthy,

Rope Marionette 2: Healthy,

Rope Marionette 3: Healthy,

Chain Marionette 1: Healthy,

Chain Marionette 2: Healthy,

 

Kusuke: 14/24, 3 banked turns,

Jun: 23/24, +8 Dex for two rounds, Bleeding for one round,

Leo: 15/24,

Satomi: 22/24, Tangled(10% action failure for one round), Bleeding for one round,

Az: 33/36, Bleeding for one round,

 

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