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[IC] TotMV:G^2: Clash of Fate: beginning/end (Group B)


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"Okay... I'm not touching that anymore," Halley reluctantly muttered, as she initiated recovery.

 

Action: Halley defends. [Repair Module] She additionally restores INT=6 HP, restores 2 HP to Flashy Ribbon's Barrier, and removes a debuff of choice, being Chill Touch.

 

 

Perks:

Spoiler

Incapacitate: Halley deals 40% more damage to targets with equal or more than 50% of their HP remaining.

 

Neutralize: If a target has less than 50% of their total HP left and is hit by Halley's attacks, it receives a debuff that lowers damage output and increases damage taken by [Level] for two turns.

 

Action List:

Spoiler

Variable Sword: A shapeshifting beam sword that extends out of Halley’s arm cannon, capable of firing off sonic booms. Deals 3d6+SYN+DEX damage to one target. Has a 5*INT% chance to deal SYN+DEX/2 damage to four other targets as well (specified preemptively).

-Level 1: 1d6+SYN damage.

-Level 2: Adds a d6 of damage.

-Level 3: Adds half of Halley’s Dexterity to the damage.

-Level 4: 5*INT% chance to execute a Wide Sword instead, dealing SYN damage to two other targets. (Crit of some sorts)

-Level 5: Adds a d6 of damage to the primary damage.

-Level 6: Adds half of Halley's Dexterity to Wide Sword's splash damage.

-Level 7: Uses full Dexterity instead of half for the primary damage.

 

Plasma Shot: A potent blast of yellow plasma is fired at one target, dealing 2d6+SYN damage. Additionally increases all of the target’s active debuffs’ duration by 1 turn.

-Level 1: 1d6+SYN damage.

-Level 2: Adds a d6 of damage.

-Level 3: Increases all of the target’s active debuffs’ duration by 1 turn.

 

Sparkling Suppressor: A shining array of energy that hits SYN/2 enemies, dealing SYN damage.

-Level 1: SYN damage to SYN/2 targets. Two turns CD.

-Level 2: Additionally disables the last action taken for one turn.

 

Repair Module: A module that repairs damage when Halley’s defending. Restores INT HP and removes a debuff of choice when Defend is used.

-Level 1: Restores INT HP to self when defending.

-Level 2: Additionally removes a debuff of choice from self.

 

Equips:

Spoiler

(Equiped) Nanometal Jumpsuit: A jumpsuit that Halley wears. Its design improves agility. Boosts DEX by 3.

-Base: Boosts DEX by 1.

-Craft Level: Boosts DEX by 2 instead.

-Craft Level: Boosts DEX by 3 instead.

 

(Equipped) Flashy Ribbons: Red ribbons with reflective paint. Can be used in combat to absorb damage. Starts each battle with a 3 HP barrier that essentially acts as a one-time damage reduction. Barrier HP is restored by 2 every time the user defends.

-Base: 2 HP Barrier (Damage taken beyond the barrier’s HP is inflicted on the user), 4 weight.

-Craft Level: Regenerative fibers are incorporated into the ribbons. Defending restores the Barrier’s HP by 1.

-Craft Level: An upgrade in base materials’ durability increases the barrier HP by 1.

-Craft Level: The rate of regeneration of the fibers is improved. The amount of barrier HP restored by defending is increased by 1.

 

(Equipped) Armanté Venetian Armor Jacket: A very stylish looking jacket made out of modern and bullet proof materials.

-Bulletproof: 2 damage reduction against projectile and shrapnel-based weaponry. 4 weight.

 

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Grant fires his Roulette Pistol at Gilgamesh, dealing 6d4+12 Damage, if he gets a 6 on a 1d6!

 

Spoiler

Perks:

 

(Perk) Gambling Addiction: The best drug around.

--Level 1: The user gains 3 Gambling tokens per combat, which can be spent to reroll items/tricks or groups of items/tricks.  They will either lose gambled items, or gain similar or equivalent ones in addition to that.  Crafting tokens may be used in the same manner as Gambling Tokens.

--Level 2: Gambling and Crafting Tokens may be spent during combat in order to force any roll to be a 50/50 chance for either it's highest or lowest result.

 

(Perk) I'd Bet my Life on it: Would you?

--Level 1: The user may spend a Gambling Token once per plot if they would take a wound.  If they pass the gamble, an enemy of their choice dies, and they take no wound.  If they fail the gamble, they instead take two wounds.

Bosses instead take heavy damage.


Actions:

 

Hedge My Bets: The best Luck is homemade.  The user rigs events to enhance an allied attempt.  Unusable outside of combat.

-Level 1: The user grants a roll they know will happen this turn an additional reroll, taking the better of two rolls

-Level 2-3: This action now grants two additional rolls, taking the best of 3

-Level 4-5: This action now grants three additional rolls, taking the best of 4

(5 Turn Cooldown)

 

(Passive) Roulette Rosen: The user gambles that they'll make the perfect attack.

-Level 1: The user may choose to add "Gambling" to the end of a Weapon Attack.  It gains a 50/50 chance to either deal maximum damage or minimum damage.

-Level 2: The chance is now 55/45 in Maximum Damage's favor.

-Level 3: The chance is now 60/40 in Maximum Damage's favor.

-Level 4: The chance is now 65/35 in Maximum Damage's favor.

-Level 5: The chance is now 70/30 in Maximum Damage's favor.

Equipment:


6 Barreled Roulette Pistol: A gun with 6 Barrels, only one chamber can be filled at a time, however.  By gambling that they will fire the pistol successfully, 5 other bullets join it.

-Gear Level 1: Roll 1d6, on a 6, deal 6d4+Dex damage, on any other result, deal 0 Damage.  This is unaffected by Roulette Rosen

 

Lucky Badge: It's held him through thick and thin.

-Gear Level 1: When used, 50/50 Chance to negate all damage this turn.  Pure Damage Bypasses this effect.

-Gear Level 2-3: This now has a 60/40 Chance, in favor of Negating Damage.


Digital Poker PDA: For Gambling on the Go. 

-Gear Level 1: Add +3 to Gambling Rolls.

-Gear Level 2: Add +3 to Gambling Rolls.

 

Rusty Gold Coin: What a story this one tells.

-Gear Level 1: The user may Gamble once per combat mid-combat.

 

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Walmond

 

"What in the world...?" was all that Walmond could mutter out as he stared at the creature before him, his cloak fluttering behind him widely from the winds. However, soon the shock wore off, the scientist narrowing his eyes as both of his hands glowed green, just before he shoved them into the ground, sending more healing waves at the rest of the party.

 

Lambda, on the other hand, turns herself towards the most immediate threat, the Lich. As her shields retracted into her gauntlets, the robot began moving at rather impressive speeds, moving to the front of the dragon and attempting to gain its attention so it focused on her.

 

Walmond uses Healing Field on Mitsu, Navin, Halley, and Grant, healing them for 2d4+14 HP each. The next attack against Walmond will be redirected to Lambda.

 

Lambda uses Defensive Procedures on the Dracolich, taunting it for two turns, while also reducing its damage by 25% when it targets her for that duration.

 

Action List

Spoiler

Notable Perks

 

Metallic Core
Lambda herself is almost completely machine, with the rest of her being magic. As such, she gains immunity to status effects and debuffs that would not effect machines, such as poison. However, due to the fact that she is held together by magic, healing spells do have an effect on her, though at half the normal power. Repair healing, on the other hand, heals her normally.

 

Vulnerable to Attacks (Flaw)
Due to a design flaw when she was first made, Lambda takes  x1.5 more damage from magic based attacks. Walmond, on the on the other hand, takes x1.5 more damage from physical based attacks.

 

Actions

Walmond

 

(Perk Backed) Healing Field: Walmond has learned how to heal multiple people at the same time, and gladly uses it to his advantage. Walmond can heal up to 5 allies for 2d4+INT hp.
- Level 1: Walmond chooses two allies. Those two allies are healed by 1d4+INT.
- Level 2: Walmond can now pick three allies to heal.
- Level 3: Healing dice increases from 1d4  to 2d4.
- Level 4: Walmond can now pick four allies to heal.
- Level 5: Walmond can now pick 5 allies to heal. 


Tazer: A targeted bolt of electricity aimed more to stop an enemy instead of killing. Deals 1d4+[Int/2] damage, and forces a Con check against Walmond’s int. If Walmond wins, the target is paralyzed for three turns, and has a 50% chance to lose their turn at the start of each turn.
Level 1:  Deals 1d4+[Int/2] damage, and forces a Con check on the target against Walmond’s Int. If Walmond wins the check, the target is Paralyzed for 1 turn, and has a 50% chance to lose their turn.
Level 2: Paralyzed duration increased to two turns.
Level 3: Paralyzed duration increased to three turns.

 

(Passive) Command Return: In a pinch, Walmond can resummon Lambda back to him, allowing to easily keep doing her job of defending him. Every two turns, the first attack against Walmond is automatically redirected to Lambda.
Level 1: Every four turns, the first attack of the turn against Walmond is automatically moved to target Lambda instead.
Level 2: Cooldown reduced to every three turns.
Level 3: Cooldown reduced to every two turns.


(Equipment) Walmond’s Cloak: The cloak worn by Walmond at all times, imbued with magical energy left from his spells. While equipped, all healing spells used by the wearer gain a +5 boost to its healing.
- Level 1: All healing spells gain a +1 boost to their healing.
- Level 2: Boost increased by +1
- Level 3: Boost increased by another +1
- Level 4: Boost increased by another +1
- Level 5: Boost increased by another +1

 

Lambda

 

Arm Blades: Lambda’s large blades that extends from her arms. Deals 1d4+Strength damage
- Level 1: Deals 1d4+Strength damage

 

 Threaten the enemy: Lambda moves in front of her allies, practically daring the enemy to attack her. When used, Lambda can taunt up to three opponents to attack her.
- Level 1: Lambda forces a single enemy to attack her until her next turn. The target must be chosen ahead of time.
- Level 2: Lambda can now taunt 2 opponents
- Level 3: Lambda can now taunt 3 opponents

 

(Perked Back) Defense Procedure: A more risky approach to Lambda’s normal protocols, getting right in the face of an opponent to practically force them to attack her. When used, Lambda taunts one enemy for two turns, and applies a 25% damage reduction to their damage towards her. Two turn cooldown.
- Level 1: Lambda taunts one enemy for two turns, and applies a 15% damage reduction to their damage towards her, which stacks with Defensive Modifications. Two turn cooldown.
- Level 2: Damage reduction increased by 10%.
 
Defensive Modifications: Lambda takes a second to switch her blades for shields. For two turns, Lambda cannot attack, but gains a 30% damage reduction.
- Level 1: Lambda is unable to attack for 2 turns. In exchange, she gains a 25% damage reduction for that period of time. However, she can use non-damaging actions during this time.
- Level 2: Damage reduction is increased by 5%.
 
Emergency Repair: Lambda stops fighting for a few moments to initiate self repairs. Heals Lambda for 1d6+SYN health, and ignores the reduction from her perk.
- Level 1: Lambda heals herself, without the normal reduction from her perk, by 1d6+SYN.
 
Electrical Charge: Lambda charges her blades to deal additional electrical damage. The charge actually causes Lambda’s eyes to glow much brighter than they normally do, along with her blades beginning to charge up with electricity. When used, Lambda gains a SYN+1d4 boost to her next damaging action, and can be stacked up twice. 
- Level 1: Until her next damaging action, Lambda’s blades gain a SYN bonus points of electrical damage.
- Level 2: Damage granted by this action now increases to SYN+1d4 bonus points of damage.
- Level 3: Damage granted by this action now stack, up to two times. The damage is still lost when she attacks, however.

 

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Navin hissed as the claw raked across his body — and then with his attention thoroughly on the skeletal dragon, his honed reflexes kicked in and he ducked the gigantic tail that was whipped his way... though he winced when he glanced to see that Mitsurugi was somewhat less lucky. ”Miss Saigai, I—“ His words and train of thought were derailed and vanished entirely, however, as the gaudy supervillainesque foe behind the dragon promptly underwent a massive transformation into a gigantic eldritch monster with shouts of increasingly distorted rage. Navin’s voice dropped into a sighing tone. ”It always is something like this, isn’t it?” This was, after all, far from the first massive transformation like this he’d ever seen.

 

Still, the draconic skeleton that he was facing presented an immediate threat, and it did appear that he was the most effective one to face it, and so face it he would... though he would have to deal with the fact that he could feel the ache in his veins that was his power being sorely overstretched. To let it fully recover, he would have to simply work with his movement with the blast, and to that end he was going to use his Detonating Throw... albeit, uh, not much of a throw, since it was gigantic. Instead he was just going to try to stress a limb and give it difficulty pulling off what it had just done again, grabbing onto the still-flailing limb and throwing himself forward with an explosion.

 

Navin uses Detonating Throw on the Dracolich (on the claws if we’re meant to attack specific spots), dealing 1d6+STR (10)+SYN (11) damage and giving it a turn of cooldown on its last-used move!

 

His dodge chance is 18%, but only against melee attacks. 20% resistance to slashing and piercing damage, 15% ailment resist chance.

 

Active Cooldowns: One-Two Punch (1 remaining turn), Piercing Strike (0 remaining turns), Detonating Throw (1 remaining turn)

Spoiler

Level: 5
HP: 55
Init: 1d20+5

Stats:
Constitution: 5
Dexterity: 6
Intelligence: 2
Strength: 10
Synergy: 11

Perks: Vyāna: Navin's power is infused deeply within his circulation, his movement, and his body, a kind of circulatory inner energy. It's thusly that his method of using it fundamentally combines physical strikes with explosive power, and his explosions usually come with punches and vice versa. Any damaging non-weapon attack action Navin creates with +STR gets +SYN automatically, and vice versa.

Superhero: Navin wasn't born with his power, but he is a superhero and as he grows so does the strength of the power, causing him to be able to project more energy with each explosion.+SYN per level.

Fistfighter: As a superhero who fights unarmed and up close, Navin has found it a necessity to learn martial arts -- and he's learned Aikido, which gives him ample methods to redirect blows or weapon strikes directed at him. [Dex*3] chance to dodge melee attacks.

 

Shell-Shock: No, Navin isn't specialized in giving his enemies PTSD. What he does do, however, is hit them with waves of explosive force from very close by, and this is the sort of thing that tends to force people off-kilter. When Navin hits an enemy with a damaging, non-AOE STR+SYN attack, he has a [STR+SYN]% chance to remove all of their buffs (or against a boss, one buff).


Flaw: Fatalist: Navin doesn't see a way to fight his destiny. After all, he's been entangled within it ever since that fateful day outside Mhasas. Why would that stop just when it hurts? Navin rerolls all save rolls and takes the lower result.

 

Actions:
One-Two Punch (Level 4): Navin flows his energy into his right arm for an explosion punch, then he twists and smoothly circulates it into his left arm, dealing an explosive punch with that arm too. It's a fairly intensive maneuver, though, given its speed. Navin does 3d6+STR+SYN damage, twice. 4 turn cooldown.

Level 2: Upgraded from 1d6+STR+SYN to 2d6+STR+SYN damage.

Level 3: Cooldown decreased from 5 to 4 turns.

Level 4: Upgraded from 2d6+STR+SYN to 3d6+STR+SYN damage.


Piercing Strike (Level 4): A skill honed during the war against the heavily armored Kemenel in which Navin gained his fame, Navin channels an explosion through straight fingers, focused extremely effectively. Deals 4d6+STR+SYN damage and bypasses damage resistance. 2 turn cooldown.

Level 2: Upgraded from 1d6+STR+SYN to 2d6+STR+SYN

Level 3: Upgraded from 2d6+STR+SYN to 3d6+STR+SYN

Level 4: Upgraded from 3d6+STR+SYN to 4d6+STR+SYN


Rocket Shove (Level 2): Navin applies his power rather differently, boosting a push with an explosion in order to stun an opponent rather than focusing on harming them -- in fact, here, he often focuses on nonlethality. Stuns a non-gigantic enemy for a turn. 2 turn cooldown.

Level 2: Cooldown decreased from 3 turns to 2 turns.

 

Concussive Slap (Level 2): Navin applies a slap to his target... it's just that this slap is prefaced with a concussive explosion, widely dispersed with his outstretched palm, before it hits, staggering the enemy. Navin deals 2d6+STR+SYN damage, and reduces their INIT by his SYN. 1 turn cooldown.

Level 2: Damage increased from 1d6+STR+SYN damage to 2d6+STR+SYN damage.

 

Detonating Throw (Level 3): Navin goes for an opponent who has just made an attack, takes advantage of their momentum, and bodily throws them. With an explosion. The explosion in particular hurts what they used for the attack. 1d6+SYN+STR damage, gives the target 1 turn of cooldown on their last-used move. 1 turn of cooldown.

 

Kemenel Infantry Plates (Level 2): A set of a couple of plates looted from the armor of an alien Kemenel soldier during the Invasion. These dimpled plates, painted white, thick and straight-edged, are made of a plastic-like material that takes advantage of Kemenel hardening technology to be light and yet difficult to pierce or cut. 20% resistance vs piercing and slashing damage. 6 weight.

 Level 2: 20% resistance vs slashing damage added. 3 weight added.

 

Mhasas Ribbon (Level 3): A red ribbon tied around Navin's wrist, produced by a rather more reputable source to Navin (specifically, his little sister). It seems to bring general good luck to him. The enchantment is... difficult to ascertain as divine or not, for those with sensitivity to that. It's similar, perhaps. 15% chance to resist ailments.

Level 2: Ailment resist chance increased from 5% to 10%.

Level 3: Ailment resist chance increased from 10% to 15%.

 

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Shukuchi on the Dragon's tail, going for a tail cut. Should deal (14+(14-6)+13 from perk+4d4)*2 damage.

HP: 65
Stats:
  • Constitution: 5
  • Dexterity: 14
  • Intelligence: 2
  • Strength: 2
  • Synergy: 14

Perks:

Memories of Power: Mitsurugi's form and spirit remember being much more powerful than she is currently. Her effective level is 1.3x her actual level (rounded up.)

Lightning Speed: Mitsurugi has lived a long life of fighting duels with both danmaku and blades; she's gotten pretty quick over it. Grants +1 DEX per level. 

Building Calamity: Mitsurugi adds 30% of the damage she dealt last round to each attack this round. Damage is only considered for a maximum of two targets (damaging more will not build up additional damage.)

 Actions

Earth and Fire Sign "Eruption": Blasts danmaku at a target in a manner reminiscent of a volcanic eruption, dealing an attack with the equipped weapon that bypasses damage resistance. 2 turn cooldown.

 Storm Sign "Furious Tempest": A spell card that emulates a hurricane with thrown ofuda and blindingly quick slashes at every foe in the area. Deals DEX+1d4 damage to three enemies, 2 turn cooldown.
-Level 1: DEX to three enemies, 2 turn cooldown.
-Level 2: Adds 1d4 to damage, but increases cooldown by 1.
-Level 3: Decreases cooldown by 1. 

Magic Blade (Passive): An attack by a god make in seriousness operates on both the physical and spiritual levels. When Mitsurugi makes an attack using an equipped weapon, she inflicts her synergy in damage to the primary target (does not apply to SYN weapons.) 
-Level 1: Adds 1/4 SYN damage to attacks.
-Level 2: Increases damage bonus by 1/4 SYN.
-Level 3: Increases damage bonus by a further 1/4 SYN.
-Level 4: Increases damage by 1/4 SYN. This action can no longer recieve levels that increase damage based on SYN.

Shukuchi: A rapid dashing strike that moves quickly enough that the user fades from sight. The user attacks with their equipped weapon twice, on a 2 turn cooldown. 
-Level 1: User attacks twice, 5 turn cooldown.
-Level 2: 4 turn cooldown.
-Level 3: 3 turn cooldown.
-Level 4: 2 turn cooldown. 

A Sword from a Dead World: An excellently-made but fairly simple katana. It has a few enchantments placed on it, and to those perceptive magically, it feels simultaneously alive and not. 
-Base: Deals 1d4+DEX damage.
-Level 2: Increases damage to 2d4.
-Level 3: Increases damage to 3d4. 
-Level 4: Increases damage to 4d4. 

Robes of the Disaster God: A colorful set of robes that represent Mitsurugi's position as a god of natural disasters. They seem normal enough, but have an odd resistance to them when felt.
-Base: Grants a 5% chance to resist ailments applied to the holder.
-Level 2: 10% chance. 
-Level 3: 15% chance. 

 

 

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"....well then"

Solomon activates the following action's token backed effect, spending 2 out of 7 tokens to afflict the buffed version of this action to the Dracolich.

 

(Level 1) Narrative Causality: 
"It is ready because the story says it is ready dammit"
Solomon draws harm to a chosen target by kindly asking his patron to drawn upon some of their power to actively fuck with reality in an attempt to encourage others to cause the target's downfall. This action inflicts Recompense (Allies targeting the victim with a negative action will have 1 less cooldown on that action.) 2 Duration, 3 Cooldown.
(Token Granted Effect): Solomon can choose to spend two tokens to apply an additional 'Bonds' debuff, that causes the next three attacks that hit the target to heal Solomon by 10% of the damage dealt by the attack.
Level 2: Recompense now lets the beneficiaries apply the cooldown reduction on any of their actions.

 

Tokens: 7

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Hikari

 

Cast Amrita (Active, Lv.1): (Cures status ailments on one ally) on Mitsu

 

 

Spoiler

 

HP: 55

Init: +8 (10 dex -2 weight)

 

Stats:

Constitution: 5

Dexterity: 10

Intelligence: 0

Strength: 4

Synergy: 13 (11 +2 Ring)

 

Perks/Flaws:

 

Autosupport:

Auto-support: On the first turn of battle, Hikari can choose a support ability she has; it is applied to the amount of targets the spell would have +2, and one has to be herself. Buffs applied this way do not apply Session.

 

Session:

When Hikari uses a single-target ally affecting move during her turn, it also applies the “Session” buff of indefinite duration. Hikari has an action called “Session Trigger”, which when activated, causes all allies affected by the buff and herself to attack once with their equipped weapon or a zero cooldown attack. The buff cannot stack, and can only be applied once during Hikari’s turn.

 

Healing Powers (provisional name):

When Hikari supports her allies, it’s more effective than your average buff or heal. Add half SYN healing to all support actions.

 

High Speed (Provisional name)

Hikari has a pool of ‘half actions”, weaker than normal actions but two can be used per turn. These are weakened versions of existing actions. If Hikari uses an ability as a half action, the result is reduced to one half of what it would normally be.

 

Thunder Weakness: Electricity just doesn’t agree with Hikari. Ivory explains to her that it’s probably a result of how some species of wyvern - the beast she most often rides - can’t handle electrical shocks well. Double damage from electricity.

 

Actions (5 slots + perks):

 

Session Trigger (Perk, Active) - Triggers all Session buffs on allies, making them launch a single attack with their equipped weapon, or a zero cooldown attack, at the target

 

Tarukaja (Active, Lv.2):

Grants 6+Half SYN boost to damage to target for two turns

Base: 3+Half SYN boost

Level 2: 6+Half SYN Boost

 

Rakukaja (Active, Lv.2):

Grants half SYN DR to target for two turns

Base: Half SYN DR

Level 2: 1+Half SYN DR

 

Dia (Active, Lv.3): A basic heal that heals one target for 2d4+SYN Health.

Base: 1d4+SYN Health

Level 2: 2d4+SYN Health

Level 3: 3d4+SYN Health

 

Amrita (Active, Lv.1): Cures status ailments on one ally.

Base: Cures status ailments for one ally.

 

Media (Active, Lv.1): Heals three allies by SYN

Base: Heals three allies by SYN

 

Pierce (Active, Lv.1): Attacks with equipped weapon, and reduces enemy DR by 3. Two turn cooldown.

 

Magical enhancement (Passive, Lv.1): Channeling Hikari’s magical power, her attacks add one fourth SYN to their damage (assuming they’re not a SYN weapon).

 

 

18/18

 

Equipped Things:

Pulse Rifle

2d4+DEX damage, and can double the dice as a free action with six turn cooldown.

 

Raptora Armor:

Reduces init by 6 - STR.

Jump Jets: As a free action, dodge the attack that would deal you the most damage this turn. 5 turn cooldown.

Ultimate Charge 0/10:  Whenever you damage an enemy, you gain 1 ultimate charge, to a maximum of 10.  You cannot gain more than 1 charge per action performed. Ultimate charge is retained until spent, but cannot be transferred from 1 person to another.

Barrage:  As a free action, you may activate this ability by spending 10 ultimate charges.  Until your next turn, your equipped weapon is replaced by Rocket Barrage, a weightless weapon that deals Leveld6 damage to three enemies, evenly divided between them.

 

Synergistic Ring (2 Tokens)

A ring that glows with power. Adds 2 SYN.

Base: 1 SYN

Craft 1: 2 SYN

 

Inventory:

 

Ivory’s Spear (Trick, 2 tokens):

Nothing fancy here - a spear of iron made to be used from wyvern back, with some precision. 2d4+DEX damage.

Base: 1d4+DEX damage

Craft Lvl1: 2d4+DEX damage.

 

Ivory’s Armor (Trick, 3 tokens)

Green armor fit for a rider of wyverns. Reduces damage from slashing and piercing weapons by two in exchange for 4-STR reduction in initiative.

-Base: 1 damage reduction, 5 weight.

-Craft Level: Improved fittings reduce effective weight by 1.

-Craft Level: Better tempering increases damage reduction by 1.

 

8

 

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  • 3 weeks later...

Mitsu chops the Dracolich's tail off through its DR/Blunt with a pair of 23 damage hits.  100% MAXIMUM NO-CHILL!

 

Halley enters a defensive state and recovers from a lot of stuff.

 

The Dracolich blasts frosty death over the entire party, dealing 19 damage.  Then it flaps its wings rapidly, blasting Navin and Mitsu with wind.

 

Hikari cures Mitsu of all that ails her!  Including wind, somehow.

 

Navin attempts to pull an arm off of a giant undead dragon!  (28 v 20 success!)  He muscles past the wind, grabs the arm, and blasts it clean off, dealing 24 damage!

 

Walmond administers some much needed healing to Mitsu, Navin, Halley, and Grant, for 20 HP apiece.  Along with Hikari and Navin, this has erased almost all of the Dracolich's turn.  It looks somewhat sad.

 

Lambda taunts the dracolich while boosting her defenses!

 

Lolomon attempts to afflict the dracolich with narrative causality!  But his will is weak, his dice karma is awful, and it still doesn't work.

 

Grant finally manages to contribute to the battle, as much to everyone's surprise, yet especially his own, he actually manages to hit Tiamat, dealing 14 damage.

 

Status

Spoiler

Mitsu: 57/65, Healthy, Session
Navin: 44/55, Healthy, Chill Touch 1x (-3 dexterity per stack), Wind
Halley: 50/50, Depleted Ribbon Barrier, Rakukaja 1 (+7 DR/-)
Solomon: 51/70, Healthy
Grant: 8/90, Lightly Wounded, Hedge My Bets Cooldown 2
Walmond: 30/42, Wounded, Session

Lambda: 38/57, damaged, Defensive Procedures 2
Hikari: 36/55, wounded, Jump Jet Cooldown 2

 

Dracolich:  Lichy, focused on Lambda.  Missing some limbs.  Full Attack Cooldown +1  Haste ?.

 

Initiative

Spoiler

Mitsurugi: 14
Halley: 10

Dracolich:  10
Hikari: 8
Navin: 6
Walmond: 6
Lambda: 6
Solomon: 1

Grant: 0

 

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Halley got a proper look at the monster that had been born out of the Sumerian king after the Dracolich's assault had slowed down. She shifted her eyes between the Dracolich and Tiamat. "One of you is stealing another's thunder, y'know?" Seeing the lady machine in black had gotten the Dracolich's attention, she decided to take some pot shots at Tiamat.

 

Action: Halley uses Variable Sword on Tiamat, dealing 3d6+SYN+DEX = 3d6+9+10 damage. 5*INT% = 30% chance to use a Wide Sword instead, dealing an additional SYN+DEX/2 = 9+10/2 damage to the Dracolich as well.

 

 

Perks:

Spoiler

Incapacitate: Halley deals 40% more damage to targets with equal or more than 50% of their HP remaining.

 

Neutralize: If a target has less than 50% of their total HP left and is hit by Halley's attacks, it receives a debuff that lowers damage output and increases damage taken by [Level] for two turns.

 

Action List:

Spoiler

Variable Sword: A shapeshifting beam sword that extends out of Halley’s arm cannon, capable of firing off sonic booms. Deals 3d6+SYN+DEX damage to one target. Has a 5*INT% chance to deal SYN+DEX/2 damage to four other targets as well (specified preemptively).

-Level 1: 1d6+SYN damage.

-Level 2: Adds a d6 of damage.

-Level 3: Adds half of Halley’s Dexterity to the damage.

-Level 4: 5*INT% chance to execute a Wide Sword instead, dealing SYN damage to two other targets. (Crit of some sorts)

-Level 5: Adds a d6 of damage to the primary damage.

-Level 6: Adds half of Halley's Dexterity to Wide Sword's splash damage.

-Level 7: Uses full Dexterity instead of half for the primary damage.

 

Plasma Shot: A potent blast of yellow plasma is fired at one target, dealing 2d6+SYN damage. Additionally increases all of the target’s active debuffs’ duration by 1 turn.

-Level 1: 1d6+SYN damage.

-Level 2: Adds a d6 of damage.

-Level 3: Increases all of the target’s active debuffs’ duration by 1 turn.

 

Sparkling Suppressor: A shining array of energy that hits SYN/2 enemies, dealing SYN damage.

-Level 1: SYN damage to SYN/2 targets. Two turns CD.

-Level 2: Additionally disables the last action taken for one turn.

 

Repair Module: A module that repairs damage when Halley’s defending. Restores INT HP and removes a debuff of choice when Defend is used.

-Level 1: Restores INT HP to self when defending.

-Level 2: Additionally removes a debuff of choice from self.

 

Equips:

Spoiler

(Equiped) Nanometal Jumpsuit: A jumpsuit that Halley wears. Its design improves agility. Boosts DEX by 3.

-Base: Boosts DEX by 1.

-Craft Level: Boosts DEX by 2 instead.

-Craft Level: Boosts DEX by 3 instead.

 

(Equipped) Flashy Ribbons: Red ribbons with reflective paint. Can be used in combat to absorb damage. Starts each battle with a 3 HP barrier that essentially acts as a one-time damage reduction. Barrier HP is restored by 2 every time the user defends.

-Base: 2 HP Barrier (Damage taken beyond the barrier’s HP is inflicted on the user), 4 weight.

-Craft Level: Regenerative fibers are incorporated into the ribbons. Defending restores the Barrier’s HP by 1.

-Craft Level: An upgrade in base materials’ durability increases the barrier HP by 1.

-Craft Level: The rate of regeneration of the fibers is improved. The amount of barrier HP restored by defending is increased by 1.

 

(Equipped) Armanté Venetian Armor Jacket: A very stylish looking jacket made out of modern and bullet proof materials.

-Bulletproof: 2 damage reduction against projectile and shrapnel-based weaponry. 4 weight.

 

 

 

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Seeing as this course of action just wasn't working and everyone else was already in the process of breaking the dracolich's bones, Solomon decided that this would be a perfect time to shift gears and instead start chucking and launching books at the dracolich's direction to make it's life vaguely more uncomfortable.
Solomon uses a token backed Slalom on the Dracolich to distribute 9 slalom stacks on it, gaining 6 tokens while spending 4 out of his 7 tokens.
 

(Level 1) Slalom: Solomon spontaneously creates a series of obstacles using the many vaguely magical books he has at his disposal to try and delay,
harass and otherwise inconvenience his enemies. This action allows him to distribute a total of four 'Slalom' stacks to up to four targets, causing them to take 1 more point of damage for every stack that is affecting them. This action has a two round round cooldown.
Token Backed effect: Solomon can choose to spend 4 tokens to be able to distribute a total of [Current amount]*1.5 Slalom stacks instead.
Level 2: Solomon can now distribute a total of 6 'Slalom' stacks to up to four targets.

 

Loadout

 

Perks:

Reference Librarian: +1 INT Per Level
Twisted Tales: Every time Solomon inflicts a debuff or instance of DoT he gains one "Story Token", that he can use to activate a secondary effect present in his actions by spending the specified amount of tokens, any additional stack or instance of debuffs granted with the use of story tokens do not give Story Tokens.
Lost in the Stacks:  Each and every debuff or ailment Solomon inflicts counts as a separate and unique instance, allowing him to inflict multiple stacking instances of the same debuff and making them harder to remove.

 

Actions (7/7):

(Level 1) Running Mockumentary: Solomon throws a book charged with magical energy at whatever passes for the target's head, causing it to bounce off and allow them to sneak in a glance into a tiny fragment of a randomly chosen page that seemingly displays the circumstances surrounding their impending doom, and presumably causing them to notice Solomon's presence. He then opens his mouth and claims that act has allowed him to establish a link to the target's mind, just before he starts to insult their intelligence. The sheer confusion and annoyance caused by Solomon consistently distracting them in combat causes the damage they deal to be reduced by the difference between their intelligence and Solomon's intelligence for three rounds. This action has a three round cooldown.

Token Backed effect: Solomon can spend two tokens to treat the target's intelligence as being halved for the purpose of determining how much their damage is reduced.
Level 2: Solomon's intelligence is treated as being +3 higher than it actually is by this action.

(Level 1) Narrative Causality: 
"It is ready because the story says it is ready dammit"
Solomon draws harm to a chosen target by kindly asking his patron to drawn upon some of their power to actively fuck with reality in an attempt to encourage others to cause the target's downfall. This action inflicts Recompense (Allies targeting the victim with a negative action will have 1 less cooldown on that action.) 2 Duration, 3 Cooldown.
(Token Granted Effect): Solomon can choose to spend two tokens to apply an additional 'Bonds' debuff, that causes the next three attacks that hit the target to heal Solomon by 10% of the damage dealt by the attack.
Level 2: Recompense now lets the beneficiaries apply the cooldown reduction on any of their actions.

(Level 1) Predestination: Solomon casts a spell on himself to seemingly grant him the ability to see in the future and discern the weak points present in his opponent before he fires several books in their direction, dealing 1d6+Int damage to them.
Token Backed Effect: Solomon can choose to spend two tokens to remove all debuffs currently affecting the target and add an additional d6 of damage dealt by the attack for every stack or instance of debuff that is removed from the target.
Level 2: Adds half of Solomon's synergy to the damage.
Current formula: 1d6+Int+Syn/2

(Level 1) Slalom: Solomon spontaneously creates a series of obstacles using the many vaguely magical books he has at his disposal to try and delay,
harass and otherwise inconvenience his enemies. This action allows him to distribute a total of four 'Slalom' stacks to up to four targets, causing them to take 1 more point of damage for every stack that is affecting them. This action has a two round round cooldown.
Token Backed effect: Solomon can choose to spend 4 tokens to be able to distribute a total of [Current amount]*1.5 Slalom stacks instead.
Level 2: Solomon can now distribute a total of 6 'Slalom' stacks to up to four targets. (I honestly have no idea how to increase this or otherwise improve the action)

(Level 1) Geas: Solomon attempts to control a target's movements by summoning a small book based spirit to harass them into performing a certain action a specified amount of times by hurling insults and book in their direction. The target will take Solomon's Intelligence/2 in damage every round until they perform a specified action twice, and the damage dealt will be halved after they perform the specified action once.
The specified action can only be a type of action that the target has already performed, or a basic defense action.
Token Effect: Solomon can spend two tokens to reduce the target's Intelligence by his Synergy/2 until this effect ends.
(2 AP) (I have no idea if this is threatening enough to warrant the target using the specified action to try and remove it without the token effect.)

(Level 1) A Vision of Impending Doom: Solomon takes out his ring and blasts a single target with a ray of energy, causing them to periodically see a mental image of them being smashed into the ground by a progressively larger stack books as a distant voice attempts to goad them into performing a certain action. This vision becomes a reality if they perform the specified action, dealing 2d4 psychic damage, with an additional 1d4 damage being added for every round that passes without the effect being triggered. Only one character can be affected by this debuff at a time.
Token Backed effect: Solomon can choose to spend two tokens to increase the die size by 1 step.
Level 2: This action now deals 2d6 psychic damage, with an additional 1d6 being added for every round that passes without the effect being triggered.
(3 AP)

Cursed Eldritch Ring: A small ring made out of gold that may or may not do more to hinder Solomon than it helps him.
Level 1: The ring increases the duration of debuffs lasting more than one turn by one, on both the wearer and victims.
Level 2: The ring now also increases the effect of debuffs on himself by 10%

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"It's time for you to return to the dust from whence you came." Mitsu lunged forward and upward, leaping through the air with supernatural grace. Her blade flashed toward the bones of the dragon once more, aiming to separate the head from the rest of the body.

Attack the "neck" with a sword, dealing (14+14+14 (from perk))+4d4 damage.



HP: 65
Stats:
  • Constitution: 5
  • Dexterity: 14
  • Intelligence: 2
  • Strength: 2
  • Synergy: 14

Perks:

Memories of Power: Mitsurugi's form and spirit remember being much more powerful than she is currently. Her effective level is 1.3x her actual level (rounded up.)

Lightning Speed: Mitsurugi has lived a long life of fighting duels with both danmaku and blades; she's gotten pretty quick over it. Grants +1 DEX per level. 

Building Calamity: Mitsurugi adds 30% of the damage she dealt last round to each attack this round. Damage is only considered for a maximum of two targets (damaging more will not build up additional damage.)

 Actions

Earth and Fire Sign "Eruption": Blasts danmaku at a target in a manner reminiscent of a volcanic eruption, dealing an attack with the equipped weapon that bypasses damage resistance. 2 turn cooldown.

 Storm Sign "Furious Tempest": A spell card that emulates a hurricane with thrown ofuda and blindingly quick slashes at every foe in the area. Deals DEX+1d4 damage to three enemies, 2 turn cooldown.
-Level 1: DEX to three enemies, 2 turn cooldown.
-Level 2: Adds 1d4 to damage, but increases cooldown by 1.
-Level 3: Decreases cooldown by 1. 

Magic Blade (Passive): An attack by a god make in seriousness operates on both the physical and spiritual levels. When Mitsurugi makes an attack using an equipped weapon, she inflicts her synergy in damage to the primary target (does not apply to SYN weapons.) 
-Level 1: Adds 1/4 SYN damage to attacks.
-Level 2: Increases damage bonus by 1/4 SYN.
-Level 3: Increases damage bonus by a further 1/4 SYN.
-Level 4: Increases damage by 1/4 SYN. This action can no longer recieve levels that increase damage based on SYN.

Shukuchi: A rapid dashing strike that moves quickly enough that the user fades from sight. The user attacks with their equipped weapon twice, on a 2 turn cooldown. 
-Level 1: User attacks twice, 5 turn cooldown.
-Level 2: 4 turn cooldown.
-Level 3: 3 turn cooldown.
-Level 4: 2 turn cooldown. 

A Sword from a Dead World: An excellently-made but fairly simple katana. It has a few enchantments placed on it, and to those perceptive magically, it feels simultaneously alive and not. 
-Base: Deals 1d4+DEX damage.
-Level 2: Increases damage to 2d4.
-Level 3: Increases damage to 3d4. 
-Level 4: Increases damage to 4d4. 

Robes of the Disaster God: A colorful set of robes that represent Mitsurugi's position as a god of natural disasters. They seem normal enough, but have an odd resistance to them when felt.
-Base: Grants a 5% chance to resist ailments applied to the holder.
-Level 2: 10% chance. 
-Level 3: 15% chance. 

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Walmond & Lambda

 

Walmond uses Healing Field to heal Navin, Lambda, Grant, Hikari, and Mitsu by 2d4+9+5 health. The next attack to target Walmond will be redirected to Lambda. Healing is reduced by half on Lambda.

 

Lambda, on the other hand, uses Defensive Procedures again, rendering her unable to attack for two turns but giving her an extra 30% Damage Reduction, stacking with her Defensive Procedure to give her 55% Damage Reduction against the Dracolich.

 

 

Action List

Spoiler

Notable Perks

 

Metallic Core
Lambda herself is almost completely machine, with the rest of her being magic. As such, she gains immunity to status effects and debuffs that would not effect machines, such as poison. However, due to the fact that she is held together by magic, healing spells do have an effect on her, though at half the normal power. Repair healing, on the other hand, heals her normally.

 

Vulnerable to Attacks (Flaw)
Due to a design flaw when she was first made, Lambda takes  x1.5 more damage from magic based attacks. Walmond, on the on the other hand, takes x1.5 more damage from physical based attacks.

 

Actions

Walmond

 

(Perk Backed) Healing Field: Walmond has learned how to heal multiple people at the same time, and gladly uses it to his advantage. Walmond can heal up to 5 allies for 2d4+INT hp.
- Level 1: Walmond chooses two allies. Those two allies are healed by 1d4+INT.
- Level 2: Walmond can now pick three allies to heal.
- Level 3: Healing dice increases from 1d4  to 2d4.
- Level 4: Walmond can now pick four allies to heal.
- Level 5: Walmond can now pick 5 allies to heal. 


Tazer: A targeted bolt of electricity aimed more to stop an enemy instead of killing. Deals 1d4+[Int/2] damage, and forces a Con check against Walmond’s int. If Walmond wins, the target is paralyzed for three turns, and has a 50% chance to lose their turn at the start of each turn.
Level 1:  Deals 1d4+[Int/2] damage, and forces a Con check on the target against Walmond’s Int. If Walmond wins the check, the target is Paralyzed for 1 turn, and has a 50% chance to lose their turn.
Level 2: Paralyzed duration increased to two turns.
Level 3: Paralyzed duration increased to three turns.

 

(Passive) Command Return: In a pinch, Walmond can resummon Lambda back to him, allowing to easily keep doing her job of defending him. Every two turns, the first attack against Walmond is automatically redirected to Lambda.
Level 1: Every four turns, the first attack of the turn against Walmond is automatically moved to target Lambda instead.
Level 2: Cooldown reduced to every three turns.
Level 3: Cooldown reduced to every two turns.


(Equipment) Walmond’s Cloak: The cloak worn by Walmond at all times, imbued with magical energy left from his spells. While equipped, all healing spells used by the wearer gain a +5 boost to its healing.
- Level 1: All healing spells gain a +1 boost to their healing.
- Level 2: Boost increased by +1
- Level 3: Boost increased by another +1
- Level 4: Boost increased by another +1
- Level 5: Boost increased by another +1

 

Lambda

 

Arm Blades: Lambda’s large blades that extends from her arms. Deals 1d4+Strength damage
- Level 1: Deals 1d4+Strength damage

 

 Threaten the enemy: Lambda moves in front of her allies, practically daring the enemy to attack her. When used, Lambda can taunt up to three opponents to attack her.
- Level 1: Lambda forces a single enemy to attack her until her next turn. The target must be chosen ahead of time.
- Level 2: Lambda can now taunt 2 opponents
- Level 3: Lambda can now taunt 3 opponents

 

(Perked Back) Defense Procedure: A more risky approach to Lambda’s normal protocols, getting right in the face of an opponent to practically force them to attack her. When used, Lambda taunts one enemy for two turns, and applies a 25% damage reduction to their damage towards her. Two turn cooldown.
- Level 1: Lambda taunts one enemy for two turns, and applies a 15% damage reduction to their damage towards her, which stacks with Defensive Modifications. Two turn cooldown.
- Level 2: Damage reduction increased by 10%.
 
Defensive Modifications: Lambda takes a second to switch her blades for shields. For two turns, Lambda cannot attack, but gains a 30% damage reduction.
- Level 1: Lambda is unable to attack for 2 turns. In exchange, she gains a 25% damage reduction for that period of time. However, she can use non-damaging actions during this time.
- Level 2: Damage reduction is increased by 5%.
 
Emergency Repair: Lambda stops fighting for a few moments to initiate self repairs. Heals Lambda for 1d6+SYN health, and ignores the reduction from her perk.
- Level 1: Lambda heals herself, without the normal reduction from her perk, by 1d6+SYN.
 
Electrical Charge: Lambda charges her blades to deal additional electrical damage. The charge actually causes Lambda’s eyes to glow much brighter than they normally do, along with her blades beginning to charge up with electricity. When used, Lambda gains a SYN+1d4 boost to her next damaging action, and can be stacked up twice. 
- Level 1: Until her next damaging action, Lambda’s blades gain a SYN bonus points of electrical damage.
- Level 2: Damage granted by this action now increases to SYN+1d4 bonus points of damage.
- Level 3: Damage granted by this action now stack, up to two times. The damage is still lost when she attacks, however.

 

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Grant fires his Roulette Pistol at Tiamat, dealing 6d4+12 Damage, if he gets a 6 on a 1d6!

 

 

  Hide contents

Perks:

 

(Perk) Gambling Addiction: The best drug around.

--Level 1: The user gains 3 Gambling tokens per combat, which can be spent to reroll items/tricks or groups of items/tricks.  They will either lose gambled items, or gain similar or equivalent ones in addition to that.  Crafting tokens may be used in the same manner as Gambling Tokens.

--Level 2: Gambling and Crafting Tokens may be spent during combat in order to force any roll to be a 50/50 chance for either it's highest or lowest result.

 

(Perk) I'd Bet my Life on it: Would you?

--Level 1: The user may spend a Gambling Token once per plot if they would take a wound.  If they pass the gamble, an enemy of their choice dies, and they take no wound.  If they fail the gamble, they instead take two wounds.

Bosses instead take heavy damage.


Actions:

 

Hedge My Bets: The best Luck is homemade.  The user rigs events to enhance an allied attempt.  Unusable outside of combat.

-Level 1: The user grants a roll they know will happen this turn an additional reroll, taking the better of two rolls

-Level 2-3: This action now grants two additional rolls, taking the best of 3

-Level 4-5: This action now grants three additional rolls, taking the best of 4

(5 Turn Cooldown)

 

(Passive) Roulette Rosen: The user gambles that they'll make the perfect attack.

-Level 1: The user may choose to add "Gambling" to the end of a Weapon Attack.  It gains a 50/50 chance to either deal maximum damage or minimum damage.

-Level 2: The chance is now 55/45 in Maximum Damage's favor.

-Level 3: The chance is now 60/40 in Maximum Damage's favor.

-Level 4: The chance is now 65/35 in Maximum Damage's favor.

-Level 5: The chance is now 70/30 in Maximum Damage's favor.

Equipment:


6 Barreled Roulette Pistol: A gun with 6 Barrels, only one chamber can be filled at a time, however.  By gambling that they will fire the pistol successfully, 5 other bullets join it.

-Gear Level 1: Roll 1d6, on a 6, deal 6d4+Dex damage, on any other result, deal 0 Damage.  This is unaffected by Roulette Rosen

 

Lucky Badge: It's held him through thick and thin.

-Gear Level 1: When used, 50/50 Chance to negate all damage this turn.  Pure Damage Bypasses this effect.

-Gear Level 2-3: This now has a 60/40 Chance, in favor of Negating Damage.


Digital Poker PDA: For Gambling on the Go. 

-Gear Level 1: Add +3 to Gambling Rolls.

-Gear Level 2: Add +3 to Gambling Rolls.

 

Rusty Gold Coin: What a story this one tells.

-Gear Level 1: The user may Gamble once per combat mid-combat.

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Hikari

 

Cast Amrita (Active, Lv.1): (Cures status ailments on one ally) on Navin

 

Spoiler

HP: 55

Init: +8 (10 dex -2 weight)

 

Stats:

Constitution: 5

Dexterity: 10

Intelligence: 0

Strength: 4

Synergy: 13 (11 +2 Ring)

 

Perks/Flaws:

  

Autosupport:

Auto-support: On the first turn of battle, Hikari can choose a support ability she has; it is applied to the amount of targets the spell would have +2, and one has to be herself. Buffs applied this way do not apply Session.

 

Session:

 When Hikari uses a single-target ally affecting move during her turn, it also applies the “Session” buff of indefinite duration. Hikari has an action called “Session Trigger”, which when activated, causes all allies affected by the buff and herself to attack once with their equipped weapon or a zero cooldown attack. The buff cannot stack, and can only be applied once during Hikari’s turn.

 

Healing Powers (provisional name):

When Hikari supports her allies, it’s more effective than your average buff or heal. Add half SYN healing to all support actions.

 

High Speed (Provisional name)

Hikari has a pool of ‘half actions”, weaker than normal actions but two can be used per turn. These are weakened versions of existing actions. If Hikari uses an ability as a half action, the result is reduced to one half of what it would normally be.

 

Thunder Weakness: Electricity just doesn’t agree with Hikari. Ivory explains to her that it’s probably a result of how some species of wyvern - the beast she most often rides - can’t handle electrical shocks well. Double damage from electricity.

 

Actions (5 slots + perks):

 

Session Trigger (Perk, Active) - Triggers all Session buffs on allies, making them launch a single attack with their equipped weapon, or a zero cooldown attack, at the target

 

Tarukaja (Active, Lv.2):

Grants 6+Half SYN boost to damage to target for two turns

Base: 3+Half SYN boost

Level 2: 6+Half SYN Boost

 

Rakukaja (Active, Lv.2):

Grants half SYN DR to target for two turns

Base: Half SYN DR

Level 2: 1+Half SYN DR

 

Dia (Active, Lv.3): A basic heal that heals one target for 2d4+SYN Health.

Base: 1d4+SYN Health

Level 2: 2d4+SYN Health

 Level 3: 3d4+SYN Health

 

Amrita (Active, Lv.1): Cures status ailments on one ally.

 Base: Cures status ailments for one ally.

 

Media (Active, Lv.1): Heals three allies by SYN

Base: Heals three allies by SYN

 

 Pierce (Active, Lv.1): Attacks with equipped weapon, and reduces enemy DR by 3. Two turn cooldown.

 

Magical enhancement (Passive, Lv.1): Channeling Hikari’s magical power, her attacks add one fourth SYN to their damage (assuming they’re not a SYN weapon).

 

 

18/18

  

Equipped Things:

Pulse Rifle

2d4+DEX damage, and can double the dice as a free action with six turn cooldown.

 

Raptora Armor:

Reduces init by 6 - STR.

Jump Jets: As a free action, dodge the attack that would deal you the most damage this turn. 5 turn cooldown.

Ultimate Charge 0/10:  Whenever you damage an enemy, you gain 1 ultimate charge, to a maximum of 10.  You cannot gain more than 1 charge per action performed. Ultimate charge is retained until spent, but cannot be transferred from 1 person to another.

Barrage:  As a free action, you may activate this ability by spending 10 ultimate charges.  Until your next turn, your equipped weapon is replaced by Rocket Barrage, a weightless weapon that deals Leveld6 damage to three enemies, evenly divided between them.

 

Synergistic Ring (2 Tokens)

A ring that glows with power. Adds 2 SYN.

Base: 1 SYN

 Craft 1: 2 SYN

 

Inventory:

 

Ivory’s Spear (Trick, 2 tokens):

Nothing fancy here - a spear of iron made to be used from wyvern back, with some precision. 2d4+DEX damage.

Base: 1d4+DEX damage

Craft Lvl1: 2d4+DEX damage

Ivory’s Armor (Trick, 3 tokens)

Green armor fit for a rider of wyverns. Reduces damage from slashing and piercing weapons by two in exchange for 4-STR reduction in initiative.

-Base: 1 damage reduction, 5 weight.

-Craft Level: Improved fittings reduce effective weight by 1.

-Craft Level: Better tempering increases damage reduction by 1.

 

 
1
 
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Navin shook his hand a little, after ripping one of the dragon's limbs free from its body -- his hand had gone numb through the rapid and powerful surging back and forth of circulation energy he'd put it through, but he was getting the feeling back in his fingers again. ...which was just as well, because being able to hit the dragon with his piercing strike once more would probably prove to be profoundly useful. With another shout (and a more silent sentiment of thankfulness for actually being able to use one of his more destructive moves now, instead of that slap), Nader leapt up at the head of the dragon, following up Mitsurugi's slice at its neck with a precise explosion aimed directly at its skull, hoping to shatter the thing.

 

Navin uses Piercing Strike on the Dracolich, aimed at the head, dealing 4d6+STR (10)+SYN (11) damage and bypassing any damage resistance!

 

His dodge chance is 18%, but only against melee attacks. 20% resistance to slashing and piercing damage, 15% ailment resist chance.

 

Active Cooldowns: One-Two Punch (0 remaining turns), Piercing Strike (2 remaining turns), Detonating Throw (0 remaining turns)

Spoiler

Level: 5
HP: 55
Init: 1d20+5

Stats:
Constitution: 5
Dexterity: 6
Intelligence: 2
Strength: 10
Synergy: 11

Perks: Vyāna: Navin's power is infused deeply within his circulation, his movement, and his body, a kind of circulatory inner energy. It's thusly that his method of using it fundamentally combines physical strikes with explosive power, and his explosions usually come with punches and vice versa. Any damaging non-weapon attack action Navin creates with +STR gets +SYN automatically, and vice versa.

Superhero: Navin wasn't born with his power, but he is a superhero and as he grows so does the strength of the power, causing him to be able to project more energy with each explosion.+SYN per level.

Fistfighter: As a superhero who fights unarmed and up close, Navin has found it a necessity to learn martial arts -- and he's learned Aikido, which gives him ample methods to redirect blows or weapon strikes directed at him. [Dex*3] chance to dodge melee attacks.

 

Shell-Shock: No, Navin isn't specialized in giving his enemies PTSD. What he does do, however, is hit them with waves of explosive force from very close by, and this is the sort of thing that tends to force people off-kilter. When Navin hits an enemy with a damaging, non-AOE STR+SYN attack, he has a [STR+SYN]% chance to remove all of their buffs (or against a boss, one buff).


Flaw: Fatalist: Navin doesn't see a way to fight his destiny. After all, he's been entangled within it ever since that fateful day outside Mhasas. Why would that stop just when it hurts? Navin rerolls all save rolls and takes the lower result.

 

Actions:
One-Two Punch (Level 4): Navin flows his energy into his right arm for an explosion punch, then he twists and smoothly circulates it into his left arm, dealing an explosive punch with that arm too. It's a fairly intensive maneuver, though, given its speed. Navin does 3d6+STR+SYN damage, twice. 4 turn cooldown.

Level 2: Upgraded from 1d6+STR+SYN to 2d6+STR+SYN damage.

Level 3: Cooldown decreased from 5 to 4 turns.

Level 4: Upgraded from 2d6+STR+SYN to 3d6+STR+SYN damage.


Piercing Strike (Level 4): A skill honed during the war against the heavily armored Kemenel in which Navin gained his fame, Navin channels an explosion through straight fingers, focused extremely effectively. Deals 4d6+STR+SYN damage and bypasses damage resistance. 2 turn cooldown.

Level 2: Upgraded from 1d6+STR+SYN to 2d6+STR+SYN

Level 3: Upgraded from 2d6+STR+SYN to 3d6+STR+SYN

Level 4: Upgraded from 3d6+STR+SYN to 4d6+STR+SYN


Rocket Shove (Level 2): Navin applies his power rather differently, boosting a push with an explosion in order to stun an opponent rather than focusing on harming them -- in fact, here, he often focuses on nonlethality. Stuns a non-gigantic enemy for a turn. 2 turn cooldown.

Level 2: Cooldown decreased from 3 turns to 2 turns.

 

Concussive Slap (Level 2): Navin applies a slap to his target... it's just that this slap is prefaced with a concussive explosion, widely dispersed with his outstretched palm, before it hits, staggering the enemy. Navin deals 2d6+STR+SYN damage, and reduces their INIT by his SYN. 1 turn cooldown.

Level 2: Damage increased from 1d6+STR+SYN damage to 2d6+STR+SYN damage.

 

Detonating Throw (Level 3): Navin goes for an opponent who has just made an attack, takes advantage of their momentum, and bodily throws them. With an explosion. The explosion in particular hurts what they used for the attack. 1d6+SYN+STR damage, gives the target 1 turn of cooldown on their last-used move. 1 turn of cooldown.

 

Kemenel Infantry Plates (Level 2): A set of a couple of plates looted from the armor of an alien Kemenel soldier during the Invasion. These dimpled plates, painted white, thick and straight-edged, are made of a plastic-like material that takes advantage of Kemenel hardening technology to be light and yet difficult to pierce or cut. 20% resistance vs piercing and slashing damage. 6 weight.

 Level 2: 20% resistance vs slashing damage added. 3 weight added.

 

Mhasas Ribbon (Level 3): A red ribbon tied around Navin's wrist, produced by a rather more reputable source to Navin (specifically, his little sister). It seems to bring general good luck to him. The enchantment is... difficult to ascertain as divine or not, for those with sensitivity to that. It's similar, perhaps. 15% chance to resist ailments.

Level 2: Ailment resist chance increased from 5% to 10%.

Level 3: Ailment resist chance increased from 10% to 15%.

 

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Mitsu goes for the throat!  She deals 48 damage, because what is damage reduction 5/bludgeoning to a god?  The dracolich's head comes clean off, which it isn't happy about but doesn't seem to be enough to stop it.

 

Halley swings her Variable Sword at the Tiamat, dealing 33 damage!  Wide Sword Triggers!  The dracolich is dealt 4 damage, which wouldn't normally be a problem but after the pounding it's already taken lops a wing off.

 

The dracolich swings at Navin and Mitsu, but without its eyes is way less accurate.  Mitsu dodges its frantic strikes with some difficulty, and Navin with great ease.

 

Hikari cures Navin of what ails him!

 

Navin uses Piercing Strike on the dracolich's torso, pulping bones with immense, crushing force!  He deals 40 damage!  The dracolich's ribcage starts rattling, chips of bone falling to the ground.

 

Walmond throws some healing out.

 

Lambda turtles up, though the Dracolich doesn't seem inclined to attack again.

 

Solomon fails to find his target, because his target is re-dead.

 

Grant fishes for crits.  He doesn't get one.

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Well, the dragon was quite literally coming apart now. This wasn't quite a surprise to Navin -- it was far from his first fight with teammates against a giant monster, after all, but it nonetheless came as a great relief when he'd earlier been reduced to quite literally slapping the dragon. Now... he watched as Miss Saigai neatly beheaded the dragon with a mighty swing, he watched as Halley took off a wing with a large one. Then Navin himself ran up to the dragon, leapt up, and dealt a precise blow to the dragon's sternum, one which shattered it and caused the entire beast's torso to start coming apart. The dragon was clearly returning to death... but Navin figured he ought to speed up the process, lest it get out a lucky strike. But how to do so... Navin's eyes glanced towards the dragon's head.

 

With a roar of effort, Navin began to lift the massive skull of the dragon off of the ground... a roar of effort and the sound of a pair of loud pops, which matched the small explosions emanating from the back of the Flame of Maharashtra's hands, providing the force he needed to lift it. Then, with a louder shout, twin BOOMs rung out through the air, plumes of fire flaring out behind the superhero as his hands jetted forwards thanks to far larger explosions. The dragon's skull flew at the rest of its body, bone chips falling from the shattered back of its skull, and then it impacted, with an ungodly loud shattering sound as the skull slammed through the unstable ribcage, peppering the immediate area with small pieces of bone as the dragon was utterly destroyed by its own head, which disintegrated shortly after the impact, leaving naught left of the beast but far-scattered pieces of bone.

 

"...ah... hah... perhaps that was showing off."

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