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[IC] Trespassers LF: The Teleglitch Incident


StormLord

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Yoko raised her eyebrows at the display — she hadn’t expected Deadlift to fail at, well, lifting something, though perhaps it had simply been a matter of misapplying his strength in a way that only partially sundered the door. ”Ah, taking the violent solution this time, mmm? I am looking forward to seeing how this goes.”

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"Try not to get to carried away my dear," Yvette said as she begun to weave another spell over Jezzabella. Once it was done Jezzabella charged forward "I'll be gentle!" The demon said excitedly as she dashed past the giant zombie, the strange mage lady seemed to have that under control and into the midst of the two guards that had appeared "Hello boys! Let's see what you can take!" Jezzabella said with a bit of a flirtatious tone in her voice as she slammed her axe into one of the guards.

 

Yvette use Dark Blessing on Jezzbella increasing Jezzabella's STR.

Dark Blessing(Level 1): Yvette targets one minion and picks one of its stats that minion gains a buff to that stat equal to half of her Int for 2 turns. Cooldown of 2 turns.

 

Jezzabella slams her axe into the guard with the shotgun. Matronit Deals 2d6+Str[12] Negative damage

 

Yvette's loadout

Spoiler

HP: 22

Moves: 1

 

Stats:

 

Essence: 6

 

Constitution: 1

 

Dexterity: 0

 

Intelligence: 8

 

Strength: 0

 

Synergy: 6

 

Actions:

-Actives
It's in the fine print(Level 1): Yvette can stun one of her minions or former minions for one turn. When stunned it taunts creatures equal to its Essence. Cooldown of 2 turns.

 

Hellfire Ignition(level 1): By opening a small portal to hell with her own powers Yvette burns an enemy with hellfire dealing 2d6+Int Disintegration damage.

 

Defense is imperative(Level 1): Yvette chooses one of her minions for the next 2 turns any attack targeting Yvette targets the minion instead.  Cooldown of 3 turns.

 

Dark Blessing(Level 1): Yvette targets one minion and picks one of its stats that minion gains a buff to that stat equal to half of her Int for 2 turns. Cooldown of 2 turns.

 

Equipment:
Ring of Swift Winds (level 1): A enchanted ring that allows to wearer move faster. Grants a +4 to Initiative.

 

Jezzabella's Loadout 

Spoiler

HP: 26

Moves: 1

 

Stats:

 

Essence: 2

 

Constitution: 3

 

Dexterity: 4

 

Intelligence: 2

 

Strength: 8

 

Synergy: 2

 

 

Perks:
In Eternal Service: Due to the circumstances that bound her to Yvette as long as Yvette is alive, Jezzabella can't die. As long as Yvette is alive when Jezzabella is reduced to 0 hp she isn't killed instead she is removed from combat and revives at 50% hp after the encounter is over.
 

 Actions:

-Actives
Demonic Armament Matronit: Jezzabella summons her demonic weapon from hell.  It takes the form of a large axe. equips Matronit to Jezzabella Matronit Deals 2d6+Str Negative damage.

 

-Trumps
My Duty to the Mistress: If Yvette is reduced to 40% or lower hp Jezzabella can choose to use a free action to send Yvette to a designated safe place on the world. Usable once per Plot.

 

 

Equipment:
Custom made Battle Maid uniform (level 1): A maid outfit Yvette had custom made for Jezzabella. Made for both battle and performing maidly duties.....and is also really cute. Grants DR 9/Slashing.

 

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Loadout

Spoiler

Stats: (21)

 

Essence: 4

 

Constitution: 5

 

Dexterity: 4

 

Intelligence: 8 + 2 = 10

 

Strength: 0

 

Synergy: 0

 

 

Perks:

Weapon Magus: Shamhat may only use weapons soulbound to her. She can also choose to soul-bind a weapon to herself permanently once per World (Preferably one that's legendary enough). In return, bound weapons are treated as her actives, and begin with +1 Merit Level upon soulbound.

 

Multicast: +1 Action per round. Every enhancement increases the action count by one.

 

 

Actions: 

Gravity Rod / Gravity: A magical rod adorned with an ominous, purple pearl. Said to have cost men and women across many lands weeks of continuous and torturous grinding to craft. And then Shamhat stole it. It possesses the power of the spell Gravity. Crushes a target with heightened gravity, dealing damage. Damage scales with the percentage of the target's remaining HP.

- Base: Inflicts 1d6+(1d6+INT)*(Target's current HP)/(Target's max HP) Crushing damage to one target.
- Level 2: Inflicts 2d4+(2d4+INT)*(Target's current HP)/(Target's max HP) Crushing damage to one target.
- Level 3: Inflicts 2d6+(2d6+INT)*(Target's current HP)/(Target's max HP) Crushing damage to one target.

 

Sage's Staff / Cura: A purple staff with a golden ring on its tip. Said to be one of the twelve Sealed Weapons used to defeat an ancient, interdimensional necromancer. The heroes in that world apparently did not seal the weapons back properly after using them again to defeat a new evil, and so Shamhat took advantage of it and swiped the staff away. It possesses the power of the spell Cura. Heals multiple targets. Can also be used to deal damage to undeads equal to the amount of healing it would've done.

- Base: Restores INT HP, but weakens by 30% for every additional ally healed, to one or more allies. [Damage Type: Light vs Undeads]

- Level 2: Restores 1d4+INT HP, but weakens by 30% for every additional ally healed, to one or more allies. [Damage Type: Light vs Undeads]

- Level 3: Restores 1d6+INT HP, but weakens by 25% for every additional ally healed, to one or more allies. [Damage Type: Light vs Undeads]

 

Barrier: A spell that heightens one or more allies' defenses temporarily.

- Base: Increases one ally's general DR by INT/4 for three turns.

- Level 2: Increases general DR by INT/4 for three turns, but duration shortens by one turn for every additional ally targeted, to one or more allies.

 

Shamhat Transform!: Once per world, Shamhat may transform into her true form for the remainder of the encounter, growing six additional arms and getting taller in the process.

- Base: +2 ESS, +4 INT. Cooldown-less Triplecast (Use three spells in one turn) for the remainder of the encounter. All rolls take the higher result out of two rolls. Enemies shit bricks, if applicable.

 

Robe of All Trades: A robe weaved with fabric from several robes that belonged to mages of certain trades of magic. +2 INT.

 

 

"And now... The finishing move! Begone, foul corpse!" Shamhat launched two bursts of healing energy, searing through the giant zombie.

 

Cura x2 (Multicast) on the Giant Zombie (Undead), dealing 1d6+INT Light damage twice!

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Hirata unjams her gun as an action.

Ichi overcharges and slams his improvised weapon against the guard with the rifle twice or until it dies, moving on to the shotgun guard if it does, dealing 1d8+Strength damage at the cost of having an additional +50% chance to run out of power.

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Greg fires a shot at each of the M1 mutants.
Vratislav uses The Sharpened Blade on ROUT1.

ROUT1 Attacks the unmolested M1 Mutant.

 

Vratislav

Spoiler

HP: 24

Moves:

 

Stats:

Essence:5

Constitution: 2

Dexterity: 3

Intelligence: 6

Strength: 0

Synergy: 5

 

Perks:
Tenebrous secrets: Study of his ancestor’s notes has left Vratislav singularly able to resist the machinations of dark entities.  Whenever he is targeted by harmful supernatural effects, he rolls his check to resist it twice and takes the better result.  Even if a supernatural effect wouldn't normally allow a check to resist it, Vratislav can still use this perk.

Virtuous: When faced with the stresses of battle, one either overcomes their fears, or succumbs to them. Members of Vratislav’s party have an Essence% chance when taking a wound to instead gain a perk for the duration of the plot and not take a wound.
 
Flaw:  Impoverished noble: Vratislav’s family was falling into ruin when he was a young boy, and unlike most nobles, he had no schooling in fighting. He cannot use attack actions or weapons in combat.

Actions:

-Actives
Wonderful pack of provisions: Cure 1 of an ally’s status effects. 2 Turn cool down.

Prodigious Size does not Dissuade the Sharpened blade: Give +Int/2 to an allies next attack.

 

-Trumps

RUN AWAY:  Vratislav’s ultimate technique, reserved just for when things go especially poorly. Vratislav and his minions all run away, losing 1d10 HP but they are unable to be caught or stopped by enemies in the current encounter.

Greg

Spoiler

MHP: 24

Stats:
Str: 2
Dex: 6
Int: 1
Con: 2

 

Trick Level 1 Equipment: Militech Automatic Shotgun: A mechanized combination Shotgun and Coilgun.  A complex servo mechanism serves as the aim-assist and spread tightened. It fires Acidic Buckshot rounds, however, it's intense magnets and motors serve an interesting challenge to users.
-
Trick Level 1: Fire up to three shells at 2d4+[Dex/2] High-Velocity Piercing damage each.  
May only be fired ten times before it must be reloaded with a box of 00 buck. 
-
Trick Level 2: Fire up to three Shells at 1d6+Dex High-Velocity Piercing/Chemical Damage each. 
May only be fired ten times before it must be reloaded with a box of 00 Buck and Stomach Acid.  
30% chance to Jam when reloading, preventing it from being used until combat is not occurring.  
The user loses 1 point of Init for each metal item equipped, due to magnetic shenanigans.


Equipment:

Rusted Iron cap and padded shirt:  The shirt is stained by brown something, but no one in town will say what. +3 Bludgeon Resist +3 Cold resist

 

ROUT1

Spoiler

MHP: 28

Stats:
Str: 5
Dex: 3

Intelligence: 0
Con: 4

 

Rip and Tear: Deals 1d8+[Str] damage to one target.

 

Equipment:
Rusty old mail shirt: The only thing that the Blacksmith could spare for the... person. +9 Slashing resist.

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Evelyn

 

"I'll deal with the big one. You two kill the smaller swarm."

 

Evelyn spends one Quicksilver Bullet for her Old Hunter Bone, boosting her dodge chance to 24%. Evelyn then uses a normal Chikage strike on the M3 Mutant for 1d6+[6] damage.

 

Loadout

Spoiler

HP: 24

Moves:

 

Stats: 21/21
Essence: 2
Constitution: 4
Dexterity: 6
Intelligence:1
Resistance:1
Strength: 1
Synergy: 6

 

Perks:


Grace of the Hunter: Evelyn works off of a history of remaining light on her feet, making sure no opponent an easily hit her. Speed and agility are a Hunter’s greatest ally, after all. Evelyn has a Dex*2 percent chance to dodge an opponent’s attack.

 

Quicksilver Supply: Normal bullets are not strong enough to harm Beasts. So, Hunters use Quicksilver Bullets, bullets fused with blood. As a Hunter, Evelyn comes with a large stock of them, though, her supply is limited…
Evelyn starts off with 12 Quicksilver Bullets, that can be used for certain actions. Quicksilver Bullets can be crafted in Evelyn’s spare time, and if she starts another plot with less than 12 bullets, she will automatically refresh her stock.

 

Blood Collection: Evelyn is tasked with collecting blood for her Queen, specifically, Blood Dregs. However, she has learned how to convert the blood from enemies she fights into the same healing supplies other Hunters struggle to collect…
Every time Evelyn attacks a target that can bleed, she gains one blood drop equal to the damage dealt. At a hundred blood drops, Evelyn gains a “Blood Vial”, a one use item that restores 50 HP.

 

Flaws

 

Blood Addiction: While Evelyn has not crossed into the Hunter’s Nightmare, due to another destroying it, she is as close as one could get before fully succumbing to blood lust. As such, she has grown an addiction to consuming blood, and due to her Vileblood nature, she can feel herself get weaker if it is withdrawled. For every encounter Evelyn does not consume blood, she loses 10% of her Max HP for the remainder of the plot.

 

 

Actions:

-Actives


Old Hunter Bone: A small bone belonging to one of the old hunters, allowing Evelyn to temporarily access the lost art of Quickening. Doubles dodge chance for one round in exchange for one bullet. Can be used once per turn as a free action.

 

Visceral Strike: While Hunters are known for their elegance and speed, they have a tendency to show brutal tactics, especially against unguarded opponents. Deals 3d6+Dex+Syn against one target. Can only be used against a stunned opponent. One round cooldown.

 

-Passives

 

Rally: Pain is superficial, wounds are temporary. Those are the beliefs a Hunter must live by if they are to survive the Night. Evelyn heals up to 25% of damage that she deals, but cannot exceed the damage taken last round.

 

Equipment

 

Chikage: A katana used by Cainhurst Knights, carrying intricate runes that can be activated, granting a power boost in exchange for slowly draining the user’s life force…
Deals 1d6+Dex damage. Can spend health equal to 10% of MHP to deal an extra 1d6+Syn

 

Evelyn: A pistol belonging to the Cainhurst Knights, using Quicksilver Bullets like most other Hunter weapons, but relying more on bloodtinge.
Deal 1d6+[Syn/2] damage. Against human sized enemies, the opponent is stunned for 1 action. Uses 1 Quicksilver Bullet.

 

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Chelchis holstered her pistol and took a look at the weapon. Primitive, at least compared to the examples of weaponry she'd seen the Guardians using, but primitive and brutish had killed many a sophisticate. She glanced backward to see Roy arriving; hopefully he was half as competent as he claimed to be. The baron took a couple steps toward him before calling out. "HUMAN. YOU CLAIM COMPETENCE, YES? MACHINES HERE ARE MALFUNCTIONING, NEED TO BE DEACTIVATED. BIG MACHINE IN OTHER ROOM, PROBABLY DANGEROUS. YOU CAN HELP, NO?"

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Robotic HW Assembly:

 

The Guard with the machine gun turns and fires a short burst at Shamhat dealing 13 damage.

The other Guard fires its shotgun once at Itchi, once at Jezzabella, and once at Hirata dealing 9, 8, and 8 damage.

 

Hirata successfully removes the obstruction from her gun.

Itchi smashes its club into the first Guard twice for 11 and 7 damage, breaking his ribs and sending him gasping on the floor for air.

 

Shamhat uses her staff on the Giant twice, but instead of burning a hole through dark magic the healing energy washes over the giant, it starts screaming and drops to its knees.  Stitches start popping and splitting open, flesh starts to fuse and warp with broken limbs and lumps of twisted muscle, skin, and bone growing out of the now re-opened wounds.

 

Yvette buffs Jezzabella with +4 Str.

Jezzabella proceeds to slam an axe into the second Guard's skull overhead, cracking him open like a can of baked beans.  He crumples to the ground dead.

 

The Giant stands slowly and then swings its many limbs Shamhat is hit twice for 7 and 10 damage, Hirata is hit for 7, and Jezzabella takes 10 for Yvette.  Shamhat is slung into a nearby wall by the force and knocked unconscious.

 

 

Init:

Spoiler

Average Dex: 3.5

 

8 Militech Guard

6 Hirata

4 Cybermutant

4 Shamhat

4 Yvette

4 Jezzabella

3 Giant Flesh Horror

 

Status:

Spoiler

Hirata: 7/22,

-Cybermutant: 7/30,

Shamhat: -3/28, Unconscious,

Yvette: 22/22,
-Jezzabella: 18/26,

 

Giant Zombie: Flesh-horror,

Militech Guard A: Death's Door,

Militech Guard B: On Half a Mind,

 

 

Plankton Farms:

 

Evelyn doubles her dodge chance and slashes at the larger Mutant for 11 damage.

 

Greg flat out annihilates three of the smaller Mutants. (three 00Buck used),

 

The large Mutant attacks Vratislav with a brick for 10 damage.

 

Vratislav buffs Rout1, who then proceeds to obliterate the last small Mutant.

 

 

Init:

Spoiler

6 Evelyn

6 Greg

4 M3 Mutant

3 Vratislav

3 Rout1

2 M1 Mutant

 

Status:

Spoiler

Evelyn: 28/28,

Vratislav: 14/24,

-Rout1: 28/28,

-Greg: 24/24,

 

M1 Mutant: Dead,

M1 Mutant: Dead,

M1 Mutant: Dead,

M1 Mutant: Dead,

 

M3 Mutant: Lightly Wounded,

 

 

Personnel Quarters:

 

As she walks up Yoko notices the smaller text on the screen.

"Lockdown in effect.  Air contaminants detected in outdoor blocks A, B, C, D, and E.  Lockdown will remain until air filtration verifies safe breathing conditions.  Maintenance has been alerted, this may take some time.

 

 

Str check: 52 vs 39,
Luck: 37,

Deadlift rears back and with a single powerful strike the whole door crumples some, a crater about a foot across appears around where he hit leading into a cone shape before finally the fist sized hole in the door.  Whoever made this did not want anyone getting through it, and Deadlift can immediately tell why.  The air coming through the hole is sour and burns to breath in, different from the air earlier it stings his eyes, nose, and throat.


Con save(Deadlift): 25 vs 16,

 

Deadlift pushes through for now.

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Hirata quickly aims her Raikiri and points it at the rifle toting guard, attempting to shoot him until he dies, dealing 1d6+Dex damage to the man.

Ichi slams his improvised weapon against the guard with the rifle again if he doesn't die, dealing 1d8+Strength damage to the man.

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Jezzabella smiled wickedly as a gout of blood shot out of the guard she just killed she didn't get much time to enjoy the sight before the magic that Yvette casted causing a limb that was meant for the Mistress. This caused the smile to change to a more cruel one "Well big boy lets see if you can take more then your friend did. After all, you have to pay for you audacity of attempting to strike MY Mistress." She growled at the once zombie (if it could be called that anymore) and leaped at it slamming her axe into what looked like the weakest part of it(probably the head...usually the head). While Yvette unleashed a gout of hellfire on the beast after she moved back a bit,

 

Yvette uses Hellfire Ignetion on the giant zombie!

Hellfire Ignition(level 1): By opening a small portal to hell with her own powers Yvette burns an enemy with hellfire dealing 2d6+Int Disintegration damage.

 

Jezzbella leaps and slams axe into the giant zombie. Matronit Deals 2d6+Str[12] Negative damage!

 

Yvette loadout

Spoiler

HP: 22

Moves: 1

 

Stats:

 

Essence: 6

 

Constitution: 1

 

Dexterity: 0

 

Intelligence: 8

 

Strength: 0

 

Synergy: 6

 

Actions:

-Actives
It's in the fine print(Level 1): Yvette can stun one of her minions or former minions for one turn. When stunned it taunts creatures equal to its Essence. Cooldown of 2 turns.

 

Hellfire Ignition(level 1): By opening a small portal to hell with her own powers Yvette burns an enemy with hellfire dealing 2d6+Int Disintegration damage.

 

Defense is imperative(Level 1): Yvette chooses one of her minions for the next 2 turns any attack targeting Yvette targets the minion instead.  Cooldown of 3 turns.

 

Dark Blessing(Level 1): Yvette targets one minion and picks one of its stats that minion gains a buff to that stat equal to half of her Int for 2 turns. Cooldown of 2 turns.

 

Equipment:
Ring of Swift Winds (level 1): A enchanted ring that allows to wearer move faster. Grants a +4 to Initiative.

Jezzabella loadout

Spoiler

HP: 26

Moves: 1

 

Stats:

 

Essence: 2

 

Constitution: 3

 

Dexterity: 4

 

Intelligence: 2

 

Strength: 8

 

Synergy: 2

 

 

Perks:
In Eternal Service: Due to the circumstances that bound her to Yvette as long as Yvette is alive, Jezzabella can't die. As long as Yvette is alive when Jezzabella is reduced to 0 hp she isn't killed instead she is removed from combat and revives at 50% hp after the encounter is over.
 

 Actions:

-Actives
Demonic Armament Matronit: Jezzabella summons her demonic weapon from hell.  It takes the form of a large axe. equips Matronit to Jezzabella Matronit Deals 2d6+Str Negative damage.

 

-Trumps
My Duty to the Mistress: If Yvette is reduced to 40% or lower hp Jezzabella can choose to use a free action to send Yvette to a designated safe place on the world. Usable once per Plot.

 

 

Equipment:
Custom made Battle Maid uniform (level 1): A maid outfit Yvette had custom made for Jezzabella. Made for both battle and performing maidly duties.....and is also really cute. Grants DR 9/Slashing.

 

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Personnel Quarters:

 

[65]

Deadlift's attempt to seal the hole works well, as far as he can tell the gas has stopped coming in.

 

 

Robotic HW Assembly:

 

With inhuman resolve the Guard raises his weapon one last time and fires at Jezzabella dealing 10 damage.

 

Hirata fires one bullet into the Guard finishing him off, [3] the next round loads fine.

 

Ichi swings at the Giant for 12 damage, right in the uhh...third arm from the left?

 

Yvette roasts the Giant with Hellfire for 18 damage, ouch.

Jezzabella plants her axe right between the Giant's eyes, bringing the beast tumbling to the ground with a thunderous crash.

 

 

Rewards:

Spoiler

4 Merit each for defeating this area's mini-boss.(This includes Shamhat)

 

x1 - MG3200: A standard Militech lightweight machinegun.

Deal 2d4+[Dex] High Velocity damage ignoring 3 points of Res.

 

x1 - Militech Automatic Shotgun: Fire up to three shells at 2d4+[Dex/2] damage each. 

May only be fired ten times before it must be reloaded with a box of 00 buck.  Ammo 2/10

 

 

The Hallway ahead is silent.

 

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Despite the gruesome manner with which Jezzabella had dispatched the beast, Hirata still decided to fire a grand total of two shots in the zombie's direction before she had to unjam the pistol once more, and she ordered Ichi to gently pick up the guns the guards were carrying as she said, "Yvette, maybe we should wait here until Shamhat wwakes up again, bbecause yyou know...," before she trundled over to where Shamhat was lying without explaining what she meant, and attempted to check her pulse the usual way, finding the woman to be thankfully alive... but probably hurting somewhat.

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Roy shrugs and lays his spear over his shoulder. It’s ribbon is flowing in a way that, without wind can’t be natural.

      “I’m no stranger to a fight, though I dident bring anything new particularly good against robots. If you would like, I can prepare somehting now. Bombs? I can do bombs.”

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"I've got something that will make things explode too. Bodies I think!" Morp hadn't really interacted with this human yet, didn't know its name. But if it made explosions, well that could be fun stuff for his collection. Plenty of people were willing to trade for good bombs.

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"BOMBS GOOD, BUT ONLY AS LAST RESORT. IDEALLY MACHINE IS MOSTLY INTACT, FOR ORIGINAL PURPOSE OR FOR LOOTING." She wasn't sure how far this man's abilities actually reached, though she supposed she could probe him about it. "CAN YOU MAKE ELECTROMAGNETIC PULSES? GOOD FOR TURNING OFF MACHINES WITHOUT DESTROYING VALUABLE PARTS."

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Evelyn

 

As soon as she got her hit in, Evelyn dashed back, her entire body fading into white mist before reappearing a good few feet away, keeping her out of range of the Large Mutant as she raised her pistol, good eye narrowing as she waited for the Mutant to make its move. As soon as it did, she fired, aiming for a spot that would knock it off balance, such as the shoulder.

 

Evelyn uses the Evelyn on the M3 Mutant, dealing 1d6+[3] damage. If the Mutant counts as a "Human Sized" enemy, they will also be stunned.

 

 

Loadout

Spoiler

HP: 24

Moves:

 

Quicksilver Supply: 9

 

Stats: 21/21
Essence: 2
Constitution: 4
Dexterity: 6
Intelligence:1
Resistance:1
Strength: 1
Synergy: 6

 

Perks:


Grace of the Hunter: Evelyn works off of a history of remaining light on her feet, making sure no opponent an easily hit her. Speed and agility are a Hunter’s greatest ally, after all. Evelyn has a Dex*2 percent chance to dodge an opponent’s attack.

 

Quicksilver Supply: Normal bullets are not strong enough to harm Beasts. So, Hunters use Quicksilver Bullets, bullets fused with blood. As a Hunter, Evelyn comes with a large stock of them, though, her supply is limited…
Evelyn starts off with 12 Quicksilver Bullets, that can be used for certain actions. Quicksilver Bullets can be crafted in Evelyn’s spare time, and if she starts another plot with less than 12 bullets, she will automatically refresh her stock.

 

Blood Collection: Evelyn is tasked with collecting blood for her Queen, specifically, Blood Dregs. However, she has learned how to convert the blood from enemies she fights into the same healing supplies other Hunters struggle to collect…
Every time Evelyn attacks a target that can bleed, she gains one blood drop equal to the damage dealt. At a hundred blood drops, Evelyn gains a “Blood Vial”, a one use item that restores 50 HP.

 

Flaws

 

Blood Addiction: While Evelyn has not crossed into the Hunter’s Nightmare, due to another destroying it, she is as close as one could get before fully succumbing to blood lust. As such, she has grown an addiction to consuming blood, and due to her Vileblood nature, she can feel herself get weaker if it is withdrawled. For every encounter Evelyn does not consume blood, she loses 10% of her Max HP for the remainder of the plot.

 

 

Actions:

-Actives


Old Hunter Bone: A small bone belonging to one of the old hunters, allowing Evelyn to temporarily access the lost art of Quickening. Doubles dodge chance for one round in exchange for one bullet. Can be used once per turn as a free action.

 

Visceral Strike: While Hunters are known for their elegance and speed, they have a tendency to show brutal tactics, especially against unguarded opponents. Deals 3d6+Dex+Syn against one target. Can only be used against a stunned opponent. One round cooldown.

 

-Passives

 

Rally: Pain is superficial, wounds are temporary. Those are the beliefs a Hunter must live by if they are to survive the Night. Evelyn heals up to 25% of damage that she deals, but cannot exceed the damage taken last round.

 

Equipment

 

Chikage: A katana used by Cainhurst Knights, carrying intricate runes that can be activated, granting a power boost in exchange for slowly draining the user’s life force…
Deals 1d6+Dex damage. Can spend health equal to 10% of MHP to deal an extra 1d6+Syn

 

Evelyn: A pistol belonging to the Cainhurst Knights, using Quicksilver Bullets like most other Hunter weapons, but relying more on bloodtinge.
Deal 1d6+[Syn/2] damage. Against human sized enemies, the opponent is stunned for 1 action. Uses 1 Quicksilver Bullet.

 

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Jezzabella continued to smash her axe into the zombie for a bit longer until there was nothing left of the face but mush. She turned back to Yvette and her wicked smiled dropped as she quickly grabbed a cloth and wiped the blood off of her face before tossing the soiled cloth on to the once giant. She then moved next to her Mistress. Once she was next to Yvette she leaned in and whispered something into Yvette's ear as her tail wrapped around Yvette's waist and a hand started to explore one of Yvette's thighs as Jezzabella started to move Yvette to a corner.

 

Yvette giggled a little and grabbed Jezzabella's hand and stopped her directing of Yvette and waving a finger in front of her "Ah ah ah Dear Jezzabella we are in the midst of company so your going have to hold out until we are done with the mission here and have a private room." Yvette said to the maid. "But..." Jezzabella was about to say something but was cut off as Yvette leaned and whispered something to her causing her tail to sho straight up and a very excited look to appear on her face "Remember you are going have to hold out until we get some private time. Now be a good girl and check and see what that giant was carrying in that sack of its." Yvette said as she turned the maid around by her shoulders and a pat on the butt(that may have lingered a bit) sending the maid off as she started to cast her detection spell to see if anything might be of interest to her in the area.

 

Jezzabella will search the burlap sack the giant had set down.

 

Yvette will use Detect outsiders to see if anything is around here is of interest to her.

Detect Outsiders: A simple spell that shows the caster the location of beings or objects not native to the current plane of existence. Also shows the locations of rifts or portals into other planes as well as areas where the veil may be thin. Has proven 99% effectiveness. Usable three times per encounter.

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Greg Fires all the shots at the Big Mutant

Vratislav Uses Sharpened blade on ROU1

Rout1 Rips and/or Tears the big mutant.

Vratislav

Spoiler

HP: 24

Moves:

Stats:

Essence:5

Constitution: 2

Dexterity: 3

Intelligence: 6

Strength: 0

Synergy: 5

Perks:
Tenebrous secrets: Study of his ancestor’s notes has left Vratislav singularly able to resist the machinations of dark entities.  Whenever he is targeted by harmful supernatural effects, he rolls his check to resist it twice and takes the better result.  Even if a supernatural effect wouldn't normally allow a check to resist it, Vratislav can still use this perk.

Virtuous: When faced with the stresses of battle, one either overcomes their fears, or succumbs to them. Members of Vratislav’s party have an Essence% chance when taking a wound to instead gain a perk for the duration of the plot and not take a wound.
 
Flaw:  Impoverished noble: Vratislav’s family was falling into ruin when he was a young boy, and unlike most nobles, he had no schooling in fighting. He cannot use attack actions or weapons in combat.

Actions:

-Actives
Wonderful pack of provisions: Cure 1 of an ally’s status effects. 2 Turn cool down.

Prodigious Size does not Dissuade the Sharpened blade: Give +Int/2 to an allies next attack.

-Trumps

RUN AWAY:  Vratislav’s ultimate technique, reserved just for when things go especially poorly. Vratislav and his minions all run away, losing 1d10 HP but they are unable to be caught or stopped by enemies in the current encounter.

Greg

Spoiler

MHP: 24

Stats:
Str: 2
Dex: 6
Int: 1
Con: 2

Trick Level 1 Equipment: Militech Automatic Shotgun: A mechanized combination Shotgun and Coilgun.  A complex servo mechanism serves as the aim-assist and spread tightened. It fires Acidic Buckshot rounds, however, it's intense magnets and motors serve an interesting challenge to users.
-
Trick Level 1: Fire up to three shells at 2d4+[Dex/2] High-Velocity Piercing damage each.  
May only be fired ten times before it must be reloaded with a box of 00 buck. 
-
Trick Level 2: Fire up to three Shells at 1d6+Dex High-Velocity Piercing/Chemical Damage each. 
May only be fired ten times before it must be reloaded with a box of 00 Buck and Stomach Acid.  
30% chance to Jam when reloading, preventing it from being used until combat is not occurring.  
The user loses 1 point of Init for each metal item equipped, due to magnetic shenanigans.


Equipment:

Rusted Iron cap and padded shirt:  The shirt is stained by brown something, but no one in town will say what. +3 Bludgeon Resist +3 Cold resist

ROUT1

Spoiler

MHP: 28

Stats:
Str: 5
Dex: 3

Intelligence: 0
Con: 4

Rip and Tear: Deals 1d8+[Str] damage to one target.

Equipment:
Rusty old mail shirt: The only thing that the Blacksmith could spare for the... person. +9 Slashing resist.

 

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Yoko frowned, and put a hand to her chin. Well, this was a much less exciting obstacle than those six-armed creatures, that was for certain. She’d much rather be murdering things than trying to figure out how to get past some poisonous gas. "No, I’m afraid not. I may be able to resist the poison itself, but the whole concept of poisonous air is one new to me. I may be able to resist the poison enough, if I can use my soul to shift its effects from my Earth to my connection to the Void, which I believe I may very well be able to, but I do not know how to get rid of it. This thing here says this gas is in ‘outdoor blocks A, B, C, D, and E’, which may well be all of it. Hmmmm... I wonder if perhaps you could use what you just did to store clean air for us, or to blow back the poison in the air."

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”Hmmm, that’s a shame. I wonder if we could perhaps find a way around this, or if we’re going to instead simply have to explore somewhere else. In the meantime... well, let’s see if I can get you something to plug that hole with, hmmm?” Yoko then reared one fist back and sent it hurtling to the floor, not only punching with trained force but using one of her wild swings, a possibly supernatural amount of force imparted to her hand by her muscles. Her goal was simple: punch the floor so kami-damned hard that a piece would get hewn out of it.

Yoko uses Hands of Stone, with a Bishamon’s Strength... on the fucking floor (if possible)!

(mechanically in a battle this would be 2d6+2*STR, with a 20% chance to miss.)

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Hirata blushed a little inside of her mask as she heard what Yvette said to Jezzabella, and her immobile companion decided to helpfully state, "THERE WILL BE NO ROOMS FOR THE FORESEEABLE FUTURE," waaay, waaay to loudly, causing Hirata to punch it a little and let out a nervous laugh as she loudly exclaimed "Bbbut aaanywaaaaaayyy, dddo any of you know how to use a gun?"
 

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