Jump to content

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


StormLord

Recommended Posts

Leo makes a sound somewhere between a dismissive or spiteful 'Tch' and a groan of disgust. When he speaks its with an undercurrent of horror and anger.
"I was afraid of this. The monster is a corrupted soul. It appears its under a self perpetuating curse that suffuses its Psychic shell, Its mind, with Elemental Despair. That suffering drives it to lash out, and cause more suffering. I think the curse might be feeding on it somehow"

"That would explain why it broke loose during the siege, It consumed the suffering and pain inflicted during the battle. How brutally efficient.
 

"Whats worse, the magic used is INCREDIBLY strong. The soul doesn't seem to have the raw willpower needed to purge itself. We need to defeat and contain her, from there, we can figure out how to break the curse and assist in purging the Elemental Despair. If I weren't busy fighting, I'd feel sick. Lets finish this quickly!"

Leo uses Winter Blade on chain marionette 1

 

Link to comment
Share on other sites

Azgrurk

 

"QUIT THE YAMMERIN' YA GIT!" Azgrurk yells at Leo, all while he snatches one of the Marionettes by the wires, before pulling out his Mauler Rifle, opening fire on one of the Chain Marionettes, dealing 3d6+6+8 damage, with an 8% chance to miss due to Anorky.

 

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.

 

Link to comment
Share on other sites

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 uses her first action to attack Rope Marionette 1, dealing 4d6+21.6 Fire damage to it

Jun uses her second action to attack Wire Marionette 1, dealing 4d6+21.6 Fire damage to it
Jun uses her third action to attack Wire Marionette 1 if it is still alive, or 2 if it is dead. Dealing 4d6+21.6 Fire damage either way, with an additional 4d4 damage if someone had already attacked it.

 
Link to comment
Share on other sites

Theme:

Spoiler

 

 

Jun slams into the Rope Marionette like a flaming truck and reduces it to splinters with 35 damage.

The twine burns.

 

The remaining Twine Marionette shifts its attention to Jun.

Str save: 10 vs 11,

Jun becomes entangled and gains 10% failure chance.

 

Kusuke recalls, restoring himself to a wound-free state.

 

Jun moves on, burning away a Wire Marinette with 39 damage.

 

One Wire Marionette lunges at Jun, it hits for 4 damage while the other struggles against Az.

Jun starts bleeding while Satomi and Az take 5 damage each.

 

Flora continues to struggle a lot and achieve little.

 

Satomi catches her breath for a minute(She gets a makeup turn at the start of next round).

 

Jun obliterates another Wire Marionette with 37 more damage.

 

Kusuke banks an action.

 

The two remaining Rope Marionettes fire on Leo and Az for 5 and 4 damage respectively.

 

Leo’s Winter Blade chills one of the Chain Marionettes for 4 damage.

[6] The freeze doesn’t end up doing much.

 

Kusuke tears into a Rope Marionette for 18 damage rendering it barely functional and holding on by threads.

 

Az fires at one of the Chain Marionettes [48] and hits blasting chain links apart for 29 damage.

 

The Chain Marionettes descend on Jun and Satomi dealing 6 and 7 damage respectively.

 

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, Barely hanging on, 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: Char and splinters,

Wire Marionette 2: Char and splinters,

Wire Marionette 3: Healthy,

Rope Marionette 1: This blends too,

Rope Marionette 2: Badly wounded,

Rope Marionette 3: Healthy,

Chain Marionette 1: Death's Door,

Chain Marionette 2: Healthy,

 

Kusuke: 24/24, 4 banked turns,

Jun: 18/24, +8 Dex for one round, Tangled(10% action failure for one round), Bleeding for one round,

Leo: 10/24,

Satomi: 10/24,

Az: 24/36,

 

Link to comment
Share on other sites

Azgrurk

 

As soon as he opened fire on one of the Marionettes, Azgrurk noticed how one of the Humies took the time to kill the one that was currently stuck in its hand, causing the Ork to grunt in annoyance before dropping the wires, stomping his way forward while lifting his metal arm up to protect himself from the ropes being fired at him. Then, he approached the other Chain Marionette that had been attacking the small Humie, grabbing it with his claw once again.

 

Azgrurk grabs the healthy Chain Marionette 2, forcing a STR v STR check. If Azgrurk wins (he has +6 Strength, +1 from his Mek Suit, and -2 from the shaken status), the target cannot use physical actions until Azgrurk lets them go or they win a STR v STR check.

 

Azgrurk has 9 Anorky stacks now.

 

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.

 

Link to comment
Share on other sites

Satomi gasped as she was entangled by the marionettes of twine — and in her proceeding struggles, she promptly missed the arrow that she had fired, before being pelted with attacks, bleeding heavily. This was not a good situation, and Satomi was not in good shape. But she at least now had room to act since she had been relinquished, and it was her best bet to do so as fast and as hard as she could. Her remaining flaming arrow went flying at the large being that seemed to be the source of all this, and then the bow froe world of the siege was quickly strapped to her back. She pulled out the crossbow of her own make, next (well, the better of the two), and pumped its trigger, putting as many bolts as she could into her target. 

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

She also uses Perfection Crossbow on Flora, dealing 6d6+DEX (6) 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.

 

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.

 

Link to comment
Share on other sites

Seeing the others deciding to focus Flora, Leo grabs the staff of thunderbolts, gives it a spin once, and raises it.
"Sorry about this, you'll thank me later!"

 

Spoiler

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.

 

Leo activates the staff of Lightning bolts, and adds in his last point of mana to boost its power further.
His primary target is Flora, and his secondary targets are Wire marionette 3, and rope marionette 3

Link to comment
Share on other sites

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.

 

Meanwhile Jun simply elects to continue blending her enemies, starting with the twine binding her hands.

 

Move 1: Jun uses Spin to Win to make a single plasma sword attack at the remaining Twine Marionette and the heavily wounded Chain Marionette 1, dealing 4d6+(Dex * 1.2) damage to the both of them, with an additional 4d4 kicking in if someone had already attacked them.

Move 2 & 3: Jun uses her plasma sword to attack Flora after Kusuke has done so, dealing 4d6+(Dex * 1.2)+4d4 fire damage.

 

Jun has a 20% percent dodge chance due to her perk since I think her actual stat boost had already run out.

 

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

Link to comment
Share on other sites

Satomi shoots another fire arrow at Flora [63] It sails true and impacts with her abdomen for 5 damage and igniting the Ropes.

 

[29] Jun blends again dealing 32 and 27 damage to the Twine and Chain Marionettes and killing them both.  The Twine whips free and pulls loose, eventually falling from around Flora’s head revealing a monstrous maw of glass teeth.

 

Kusuke restores Satomi to a less beaten and bloody state.  Then he swings at Flora dealing 16 damage.

 

[12] Jun stabs Flora for another 11 damage and sets the ropes on more fire.

 

The last Wire Marionette pounces on Jun again for [72] 3 damage, Jun bleeds for 4 damage.

 

Flora lets out a thunderous roar that shakes grit loose from the ceiling and shakes the party to its core.

Ess saves: 14 vs 20, 16 vs 18, 14 vs 15, 20 vs 16, 24 vs 9,

Kusuke and Jun become Shaken, suffering -2 on all ability checks until they leave the labyrinth.

Satomi becomes Frightened, suffering a 20% damage penalty in addition to being Shaken.

 

[37] Satomi unloads her crossbow at Flora for 16 damage, the bolts twang off the chains and wires, denting a few.

 

Jun slashes once more for 20 damage and burns away the remaining ropes, which sluff free releasing long arms with hook-like claws.

 

Kusuke stabs Flora for another 21 and 14 damage.

 

The Rope Marionettes fall to the floor, lifeless.

 

As Leo activates the staff a surge of power passes down it and a bolt of lightning flies out the end arcing into Flora and then along the wire and chain wrapped around her.  Flora takes 34 damage, while the Wire and one Chain Marionettes take 17 damage each.

 

Kusuke  starts again, dealing another 20 and 22 damage.

 

Az attempts to wrangle one of the Chain Marionettes, [24 vs 25] but finds it to be a little tough to hold on to all at once.

 

Said Chain Marionette shanks Kusuke for 10 damage.

 

Theme:

Spoiler

 

 

Flora twists and jerks again, tearing away the last of the wires and chains binding her.  She plants spiked feet through the stage, breaking and splintering wood, a spiked tail whips behind her like a demented flail.  Yet for all this she looks unwell, sad, disappointed.  Fractures and cracks run all throughout her body like a web of destruction.

Through the glass, at her core, a single pulsing dark crystal can barely be seen.

 

 

Status:

Spoiler

Flora - The Unwitting Puppet Master: Death's Door, Unbound,

 

Twine: Broken,

Wire: Torn,

Rope: Burnt,

Chain: Smashed,

 

Twine Marionette 1: It does indeed blend,

Twine Marionette 2: It blends already,

Wire Marionette 1: Char and splinters,

Wire Marionette 2: Char and splinters,

Wire Marionette 3: Lifeless,

Rope Marionette 1: This blends too,

Rope Marionette 2: Lifeless,

Rope Marionette 3: Lifeless,

Chain Marionette 1: Chunky, but blends,

Chain Marionette 2: Lifeless,

 

Kusuke: 24/24, Shaken,

Jun: 11/24, Bleeding for one round, Shaken,

Leo: 10/24, Shaken,

Satomi: 24/24, Frightened,

Az: 24/36, Shaken,

 

Link to comment
Share on other sites

Kusuke dashed about the monster, blade sinking past the bindings into . . . something below as he made short hops through space to position himself for followup after followup. Something that was revealed as the last of the creatures binding it (it was tough to call them minions) fell away. The roar nearly knocked him over with its force, and the undercurrent of feeling that almost seemed to pervade it. It almost sounded sad, which he supposed made sense if Leo was correct. Still, this thing had to be put down. He steeled himself, dropping into a crouched position. In a flash, a knife left his boot, seemingly vanishing right as it left the tips of his fingers. There was a brief sense of *wrongness,* even moreso than usual, as the group looked at the Witch - and then it exploded, the knife and her glassy frame mutually destroying one another as they tried to occupy the same space.

Link to comment
Share on other sites

The glass explodes outward, threatening to pepper the party before disintegrating into simple motes of light.  The pulsing crystal inside beats it's last before crack, splitting, and shattering taking the reality of illusion around them with it.  In a flash of blinding light everyone suddenly finds themselves standing near the smithy, out in the open sun.

 

A black gem, with two long points on the top and bottom falls to the ground from roughly where the black crystal had been.  It lands on the ground and balances on it's very tip, it seems dim and almost powerless.

 

Leo's golems are also nearby, damaged but not beyond repair.

 

Spoiler

Grief seed: A Grief seed purchased from marisa.  Recent discoveries have revealed more about it's nature.

Despair: 0/10.

When a surge of magic passes through it or large amounts of negative emotion manifest nearby the Grief Seed gains one point of Despair.  At ten points of Despair it "Hatches" into a Witch and labyrinth at GM discretion.  Once the Witch has been defeated it cannot gain Despair again until the start of the next plot.

 

Link to comment
Share on other sites

Azgrurk

 

To be quite frank, Azgrurk was relieved to be out in the sun again. That castle of that thing was far too strange for the Warboss. And, since he still had bleeding wounds on his arms, which were already healing up, it wasn't just his own imagination going out of whack. But, now was the battle time, which meant for lootin'.

 

"OI, 'UMIE, GREAT WORK DERE" Azgrurk shouted, stomping past Kusuke as he approached the dark crystal, picking it off the ground with his metallic hand, surprisingly gently for his size, "SO, DIS WAS WHAT DAT GIT WAS TRYIN TO HIDE FROM US?" he wondered out loud, merely examining the crystal on his own.

Link to comment
Share on other sites

Leo sighs
Well. That was over. But now what? Well first things first.

Leo walks over and holds his hand at for the seed, Nodding at AZ.
"Yeah, this it. It houses the corrupt soul of the monster, and may also play some part in its curse. Ill need to do more study and testing to find a method of breaking said curse."
Leo if/when he gets it, looks at the seed, turning it over in his hands. His first instinct is to bring it close to his chest, but he stops himself. That might be a bad move.
"Don't you worry, We'll get you out of there."

Leo looks back to the party.
"Thanks for the help guys. I need to go get some things from the Dryad. After that, I should probbly start packing up. Ive got to go pick up the others, and It might not be such a good idea to keep this thing on world for to long. The magic here is thick, plenty of it to absorb"

 

Link to comment
Share on other sites

Azgrurk

 

At Leo's response, and held out hand, Azgrurk merely stared at the smaller Humie. And stared. And stared. And...

 

Grunted, before planting the crystal into Leo's hand, "MEH, NOT MY TYPE O' LOOT ANYWAYZ. IF YA NEED TO BREAK IT THOUGH, JUST HOLLA' FOR ME" Azgrurk replied. Neat as the crystal was, he was more than willing to crush it if it turned out to be a problem.

 

Link to comment
Share on other sites

"Uh, thanks." He still wasn't really sure what to make of the. . orc? Azgurk seemed to have a high opinion of himself and a fondness for smashing things, but he seemed to mostly smash things that needed smashing, and thus he had little issue so far. Though there was a faint twang of disappointment as he politely handed the seed over to Leo instead of doing his usual. Irresponsible to even think it, yes, and it's not like Azgurk was likely to practice proper containment either, but. . . Kusuke shook his head. The tension was slowly draining out of the knot it had formed between his shoulders now that things seemed to be done blowing up for the moment. "Just be careful with the damn thing, you hear me, Leo? Especially if it's absorbing magic, that shit's dangerous." He doubted he could convince the fool to actually destroy it, but. . . Still, there was more to worry about. 

 

Kusuke turned to Satomi. He didn't want to say it out loud, but she was a mess. Some of the tension returned as he reminded himself of why. He moved towards her slightly, looking her over. "You didn't catch any shrapnel or anything, right? You're okay?"

Link to comment
Share on other sites

The roar sounded out through the space Satomi and the others were in, and despite herself she shrieked in fear. Then, of course, the hanging thing of glass was promptly utterly demolished by everyone else in the team, but nonetheless Satomi looked down and saw her hands trembling severely. But it wasn’t just her hands, she discovered - her entire body was shaking like a leaf, Satomi stuck in a position looking down and being what would be still if she weren’t visibly shaking so hard. And that’s what Kusuke saw the samurai girl like: unharmed, but beyond shaken into shaking. And he heard her speak quietly, almost but not quite too quietly to hear: “Pathetic.”

 

Satomi’s shoulders shook a little more and her eyes grew misty, the girl clearly fighting to suppress a sob, “I... I’m terrified. I’m... a coward. What’s wrong with me? What’s wrong with me? Her hands went, trembling as they moved, to tug on her own hair. ”Why am I such a miserable failure of a samurai?!”

Link to comment
Share on other sites

"Yeah, yah I know what Im doing."
As the others talked, Leo headed out to wrap things up.

He picked up a supply of the magic absorbing flowers from the Dryad, and went to tell the guide about how to use the golems he was leaving behind.
Then he went to the Smith's place and went to the trouble of packing up crates of metals and ores for the road. Loading them up into the Weatherlight.

Eventualy, he took a seat on a bed and breathed in a little.
"Well. This has been an Intresting few days. But Its looking like Ive got work to do yet"
"You always do." 

Spoiler

Leo gains a supply of magic absorbing flowers


 

Spoiler
[96] Leo creates the following:

T-Metal Crates: These crates contain 100 units of assorted Copper, Tin, Iron, and Lead of Terrariain smelting.

Standard Metal Crates: These crates contain 100 units of assorted Copper, Tin, Iron, and Lead of standard smelting.

Ore Crates: These crates contain 100 units of assorted Copper, Tin, Iron, and Lead ore.

Precious T-Metal Crates: These crates contain 20 units of assorted Silver, Tungsten, Gold, and Platinum of Terrariain smelting.

Precious Metal Crates: These crates contain 20 units of assorted Silver, Tungsten, Gold, and Platinum of standard smelting.

Precious Ore Crates: These crates contain 20 units of assorted Silver, Tungsten, Gold, and Platinum ore.
The Weatherlight gains:

Terrariain Storage area: A mass of crates containing metal and other resources, requires two slots.

 

Link to comment
Share on other sites

  • Recently Browsing   0 members

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