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[IC] Trespassers LF: The Teleglitch Incident


StormLord

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Evelyn

 

The sheer force of the punch was enough to send Evelyn flying, tumbling across the ground a bit before she slid to a stop, getting up shakily to her feet as she glared at the Mutant. Then, she charged forward once more, sheathing the Chikage to activate the life draining runes within as blood began to solidify around the blade...

 

Evelyn uses a boosted Chikage strike against the wounded Mutant, dealing 2d6+[12] damage, but taking 3 damage in return. Her Rally passive should also proc, healing her for 25% of the damage dealt.

 

 

Spoiler

HP: 24

Moves:

 

Quicksilver Supply: 9

Blood Vial Progress: 59/100

 

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 made a low rumbling sound on inspecting Roy's handiwork. He wasn't outright praising violence itself as a purpose to existing, but this, too, reminded her of the Hive. Weapons that seemed molded of flesh, that she'd seen carried out of the Dreadnought by the Guardians. It was likely that there was no real association. . . but she couldn't be sure. "I SEE. READY TO KILL BIG ROBOT, THEN? COULD JUST STAY WHERE IT IS WHEN WE GO TO TURN IT OFF, BUT. . . UNLIKELY. IT WILL TRY TO KILL US BACK."

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Robotic HW Assembly:

 

The group steps into the next room, a large one at that.  It seems to be some kind of warehouse area, almost as large as the "Outdoor" area the arrived in, but filled with heavy stacked creates and boxes, cranes on the ceiling, and rails on the floor to move things around.  The rails all converge and lead out of the room through heavy double doors on the right and left of where the group enters.  The double doors to the left are sealed, but one of the doors to the right is open.

There is a "standard" sized door directly across from them and another in the far left corner.

 

The room is quiet and still, must have been where the two Guards had been hanging out.

 

Primary Landing Bay:

 

The group rounds the corner and enters well...a mostly empty hanger.  Several shipping containers and what's left of a shuttle are really all the remains.  The shuttle it appears has recently been dismantled by the large robot now caught on rubble and smashing into a wall.  Once they're in the hanger it stops, slowly rotates in place, and then begins moving towards them at a slow and steady pace and making very little sound for its apparent weight.

A light hum of something being charged can be heard as it approaches.

 

Init:

Spoiler

4 Morp(if he follows)

2 Chelchis

2 Welder

0 Roy

 

Status:

Spoiler

Morp: 28/28,

Chelchis: 30/30,

-Shield: 23/23,

Roy: 26/26,

 

Welder: Pristine,

 

 

Personnel Quarters:

 

Con saves: 16 vs 27, 12 vs 19,

Yoko and Deadlift each gain a stack of "Toxic gas" reducing their MHP by 2.

 

[71]

Deadlift's explosion of spirit energy causes a strange purple rift to open up dropping two humanoids onto the ground in front of him and Yoko before closing.  The first stands up confused, they're wearing patchy scavenged clothing and holding a large red blocky gun-like weapon with an orange glowing core.  As the second one stands you realize it's hilariously disproportioned, with the head and upper torso of a full grown man and the legs and lower torso of a child, it barely hefts the strange shotgun it's holding.  They both have odd masks that generate glowing blue "bubbles" around their faces and that are connected to small machines on their backs.

The tall one points his weapon in Yoko and Deadlift's direction before yelling at them "Oi!  Where the fuck are we?!  And who the hell are you?!"

The second one screams angrily in an incomprehensible high pitched voice.

 

Init:

Spoiler

7 Scav

6 Yoko

3 Midget Scav

0 Deadlift

 

Status:

Spoiler

Yoko: 26/26, Toxic Gas x1,

Deadlift: 34/34, Toxic Gas x1,


Scav: Healthy,

Midget Scav: Healthy,

 

 

Plankton Farms:

 

Evelyn strikes the Mutant for 24 damage, healing herself for 6 in return as she deals the Deathblow to the monster.

 

Rewards:

Spoiler

Three Merit each.

 

Edited by StormLord
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Deadlift punches the Scav in the groin with one ungodly strong punch.

(2d6+12 Crushing Damage)

(+4 Str, +1 Con, +2 Regen Per Turn, for a total of 12 Str, 9 Con, and 2 Regen per turn.)

 

Spoiler

Merit Level 1 Passive: Untalented: The user’s strength makes technique a useless chore.

-

Merit Level 1: The user is considered to have +1 Base Strength for every empty Action Slot.

-

Merit Level 2: The user is considered to have +1 Base Con for every 2 empty Action Slots.

-

Merit Level 3: The user regenerates 1 Health per Empty action Slot each turn

-

Merit Level 4: The user gains +3 Strength, however, one point of this bonus is lost for each ally in the current combat, to a limit of gaining +0 Strength from this level.

 

 

Merit Level 1 Active: Powered Up Punch: The user throws a single brutal right hook.
-

Merit Level 1: Deals 2d6+Strength Crushing damage.

 

 

Merit Level 2 Passive: Monster Suit: The user’s incredible malice and raw strength intimidate even the most fearsome opponents.  

-
Merit Level 1: Enemies whose health is brought below the user’s strength must save or be stunned.
-

Merit Level 2: If the user’s strength grows above an enemy’s health, they must also save or be stunned.

 

 

Trick Level 1 Equipment: Crude Steel Bracer: A plate of military grade steel crumbled around the user's arm provides a useful defense.

-

Trick Level 1: +6 Slashing Resistance

-

Trick Level 2: +2 More Slashing Resistance

-

Trick level 3: -4 Slash Resistance.  This item no longer takes up a slot.  This item is destroyed when unequipped.

 

 

 

 

 

 

 

 

 

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Hirata silently, and cautiously explores the room around her, only stopping to take our her detector and ask her robotic companion to help her open some boxes and search for robotic parts, weapons, and ammo before she turns down Ody's volume and scans the room with the detector to find out if the room is as clear as it seems.

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Yvette looks around the large room a bit in awe of the cranes on the roof. The sounds of her heels could be heard clicking as she walked around the room muttering a bit as she casted detection spells to see if there was anything she might want to gather. Well Jezzabella searched a any boxes she could easily get to and open.

 

Yvette will look around with Detect Outsiders.

Spoiler

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.

 

While Jezzabella will open some of the boxes.

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Hirata notices both Jezzabella and Yvette approaching, and upon noticing that her shotgun had a lot less ammo inside of it than she was comfortable with, she decided to shily ask for their help by attempting to take out a single round and showing it to the two of them before she said, "Hhhey Jezzabella! Iiiff you see any boxes marked 00 buck ooor anything that looks like tthis, may I ask you to ggive them to me? Bbbecause mmy gun is umm...running out of ammo."

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Jezzabella looked up from a box an nodded before continuing her search. "Will do Dear." Yvette said as she continued around looking around the room not straying to far away from Jezzabella was don searching the what ever boxes the Maid find.

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"Oh, you don't have to pay right now! You'll just owe me in the future. And if you fail to pay, you just can't have or trade for anything else. Which would be a shame, since I've got much, much more, and probably better stuff! So feel free to study it. But when you're off on your own and you see an ancient tome or some weird lizard or a wand, make sure to grab it for me so you can trade again!"

 

Morp happily follows the two allies out of the room, quite pleased with himself. All these potential business deals!

 

Morp floats off to the side, trying to get around back of the robot and use Trying its best. Perform an Ess (8) check to generate and take a small item from an enemy, whether it be flesh, gear, or a trinket. Deal STR (1) damage.

 

Spoiler

 

Stats:

 

Essence: 8

 

Constitution: 4

 

Dexterity: 4

 

Intelligence: 0

 

Resistance: 1

 

Strength: 1

 

Synergy: 3

 

Possibly Relevant Perks and Flaws:

Inexplicably Persuasive: Diplomacy/Negotiation Ess checks for Morp are rolled twice, with the better result being taken.

 

 

Flaws:

Book Hoarder: Enemies and Allies may attempt to convince Morp to do something by the offer of a book that he does not own. This can be used to stop him from attacking in battle, convince him to give back some item he stole, hire him as a mercenary, buy items off him, gain intel on plans, etc. Morp will always accept the book and do what’s asked, provided it’s not too absurd (i.e., he won’t trade his entire collection for a single Dr. Seuss book). If two people have conflicting desires of Morp and both offer a book, he will go with the book that he deems rarer.

 

 

Actions Slots [2/5]

 

Trying it’s best: Morp phases into an enemy and attempts to grab gear and trinkets before leaving. Perform an Ess check to (generate and take?) take a small item from an enemy.

Level 2: Morp attempts to take some of the enemy's flesh on the way out. Deal [STR] damage, and include pieces of the enemy itself as possible loot when determining if Morp manages to steal anything.

 

Last Minute Phase Out: Once per world, in response to getting hit with damage that would reduce Morp to 0 HP, he instead is returned to full HP.

 

 

 

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Shamhat was fairly impressed with the size of the warehouse, as well as the amount of junk piled up inside. She took a mental note of what Hirata was looking for, and got to opening boxes as well. It probably wouldn't take very long for the group to find what they need in all these crates, so she took it as some sort of mental exercise to wear down the concussion.

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Vratislav looks down at the fallen mutants before sighing. This was gonna suck. Without turning he speaks to Greg and Evelyn.

"You two might want to look away for this. It's going to be disgusting."

With that, he gets to work gutting the mutants (and quickly noting down anything interesting in a spare journal) with a rather ornate knife. Once the beasts are properly opened he takes the stomachs to use later in making more acid rounds.

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Robotics HW Assembly:

 

[23]

Yvette's spell reveals herself, Jezzabella, Shamhat, Hirata, and parts of Ichi.

 

[50]

Seeing as the crates are industrial sized, heat shielded, reinforced, and stacked up on top of each other it severely limits the options the group has for searching.  Never the less more interesting things include:

A craft full of sheet-metal, printed and perforated for easy molding,

A crate of 28,000,000 nails over in the shipping returns section with a sticker reading "We ordered rivets",

An 80 gallon barrel of blue paint, nonflammable and safe for human consumption,

A crate of guns meant to be embedded in the arms of robots in the shipping returns section, a sticker on the side reveals that they're supposed to be right arms...they're all left arms,

 

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Evelyn

 

With the death of the final Mutant, Evelyn quickly resheathed her Chikage, looking down at the collapsing body before taking a few steps to the right in order to avoid getting crushed underneath. After that, she sighed, bringing a hand up to her torso. The punch that was delivered to her hurt like hell... But she had survived a lot worse on multiple occasions. Her train of thought was quickly interrupted by Vratislav's action of cutting open the mutants, something that didn't even make Evelyn flinch, even with the smell. Like before, she walked through worse, a simple dissection wasn't enough to disgust her anymore.

 

As he extracted his own materials, Evelyn approached the Primary Growth Tank, attempting to begin investigating it.

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Hirata let out a squee of excitement as she discovered the almost excessive amount of materials the previous occupants were practically hoarding here, and her mind raced with possibilities as she fleshed out her plans for the Wayspider a little more and tentatively asked, "Heyguysisitfineifwestayhereforabit? Or should we clear this area first? Because I can think of a lot of uses for an entire crate's load of sheet-metal, and I'm just...there's just something that I wanted to make since I got here, and I think I have the materials for it now."

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Yvette looked a bit disappointed that she didn't find too much of interest to her as she turned to Hirata. "I wouldn't be opposed to staying here for a bit either but it's probably a bit more prudent to clear out the area so when don't get attacked by anything, not of our own making well we are working on things," Yvette said as she set a large bucket of paint down. It looked like she struggled a bit in moving it.

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Hirata looked a little disappointedly at the floor as she paced around in place and fiddled with her fingers a bit, "Well...finneee I guess it is a good idea to clear the rest of this place out first...bbbut I still want to finish modifying my gun first! I don't want to depend on Ichi to survive all the time...," as she finished speaking she noticed that Yvette was having a bit of difficulty with the can of paint, and she rather absent-mindedly gestured for Ichi to come and help before she realized something and asked, "And umm...cccan you lift that up by yourself? Bbbecause I can ask Ichi to help you know..."

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”Bahhh, of course you took the big one for yourself,” Yoko commented, even as she felt the sting of the poison on her body, a burning sensation enveloping her. ”I suppose I’ll take the small one then. Let’s make this quick!” Yoko immediately rushed the bizarrely proportioned foe, drawing back her fist and thrusting it forward at the incomprehensibly-screeching humanoid in a jab to the stomach, a wild burst of strength that saw her musculature ripple. She didn’t intend to escalate, she simply intended to use her strongest blow first and hope it simply took her enemy down outright. If she was lucky, those bubbles would protect from the poison in the air.

 

Yoko uses Hands of Stone with Bishamon’s Strength, dealing 3d6+STR (6)+STR (6)... unless she lands on the 20% chance to miss.

Spoiler

Hands of Stone (Level 2): Yoko performs a punch from the Dragon Clan's Kaze-do martial art, a quick and precise punch... but with her own strength, martial skill, and Hitomi values of violence instead of Togashi Kaze's philosophy of non-lethality... it's a brutal blow. Yoko deals 3d6+Str damage to an opponent.

Level 2: Damage upgraded from 2d6+STR to 3d6+STR

 

Violence, One on One (Level 2): Perhaps there's a more poetic term for this, and if you asked Yoko she would surely know it, but at the core what this is is a grapple, engaging in very close combat with an opponent. Yoko applies the "Grappled" status to her opponent and the "Grappling" status to herself if she wins a DEX check, forcing the enemy to only be able to target her (and forcing Yoko only to be able to target the grappled enemy or herself) unless the enemy spends an action to free themselves and wins a DEX check. 

Level 2: Yoko can still target herself when grappling.

 

Move with Air (Level 2): Yoko draws upon her Air ring, honed by her training in the kikage zumi order, and puts her reflexes to use in dodging incoming blows. Yoko has a 10% chance to dodge incoming attacks.

Level 2: Dodge chance increased from 5% to 10%.

 

Simple Monk's ClothingAn extraordinarily simple set of monk's clothing, and nearly all Yoko will ever have on her at any given time, a set of loose and flowing green pants, and a white sarashi. These aren't anything special, particularly, but they ARE strategically chosen to work well with Yoko's tattoos and to afford her an excellent range of movement. +2 Dex.

 

Spiritual Resistance: Yoko attempts to make her body more resistant to poisons by shifting their effect from her Earth to her Void, an area of her soul she is far more aware of and skilled with. Of course, even this is far from fully reliable, as this kind of thing is only common among very specifically trained monks and bushi of schools and orders Yoko is not part of. Yoko may choose to use her Ess in place of her Con when attempting to resist poisons

 

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Personnel Quarters:

 

Con saves: 20 vs 22, 11 vs 15, 7 vs 21, 17 vs 28,

Everyone gains a stack of "Toxic Gas".

 

The Scav holds his turn, not knowing if Yoko and Deadlift are hostile.

 

[2] Yoko lunges at the Midget but something about the poison and lack of oxygen must be messing with her motor control allowing him(surely that couldn't be a woman) to roll out of the way.

 

"PISS OFF!" The larger Scav points his weapon at Yoko and a beam of orange energy lances out from it burning through the air and into Yoko's side, she takes 8 damage.

 

The Midget blasts Deadlift with his shotgun for 12 damage, the force of it knocks him off his feet.

 

As Deadlift's punch connects with the distracted man's nether regions he feels something hard and plate-like crack and shatter under the force.  With 15 damage Deadlift sends him staggering back and clutching important things.

 

Spoiler

Lakia awakens in a dark room, she's sitting in a large wooden chair and although she's clearly awake and alert her body feels exhausted to the point she can barely move much less stand.  In front of her is a glossy projection surrounded by a think grey-green mist.  Though the projection she's told of figures waking up in a strange room, discussing various things, then finally falling into darkness.  

When the projection finally finishes she falls through the chair into a infinite black void before abruptly landing on her feet in a strange room full of technology vaguely akin to Dwemer construction, if Dwemer used smaller pipes and white/grey metals.

A flash of light from the other end of the hall and another gunshot-like bang.  It seems that the Scavs weren't the only ones Deadlift's spirit aura attracted. (Lakia enters the area)

 

 

Init:

Spoiler

7 Scav

6 Yoko

3 Midget Scav

0 Deadlift

 

Status:

Spoiler

Yoko: 16/24, Toxic Gas x2,

Deadlift: 32/32, Toxic Gas x2,


Scav: Clutching Important things, Toxic Gas x1,

Midget Scav: Healthy, Toxic Gas x1,

 

 

Plankton Farms:

 

[36]

Int check: 19 vs 6,

Evelyn steps through the large crack and into the Primary Growing tank.  Inside she finds several piles of rubble and a corpse the Mutant was chewing on.  Some of that rubble doesn't look like it came from anywhere around here....

 

 

Robotics HW Assembly:

 

Yvette gathers her things, writes out the ritual circle, and attaches to Itchi's powercell again.  Everything is going fine, or at least it was until the brand on her arm flares up again.  Almost immediately her ritual circle started glowing purple and was replaced with strange and foreign glyphs in a growing ring.

Within seconds several bright flashes passed and out of the circle came three Imp similar to the ones previously seen, all propelling themselves off the ground with some sort of gas.  Two of them were similar, "Short" compared to their ally, but still over 7ft tall, they had leathery black hides with glowing purple eyes.  The third was much taller than the other two, nearly twice their height in fact, it similar skin and many glowing purple eyes and a mismanaged cluster across its torso, two tentacles arced back from its "forehead" while at least eight more sprouted from various places on its torso.

 

(Yvette and Jezzabella are the only ones forced into this combat, the rest of you can join at-will with loadouts and actions for the first round)

 

Init: 

Spoiler

8 Imp Vanguard

5 Black Imp

5 Black Imp

4 Yvette

4 Jezzabella

 

Status:

Spoiler

Yvette: 22/22

-Jezzabella: 26/26

 

Black Imp A: Healthy,

Black Imp B: Healthy,

Imp Vanguard: Healthy,

 

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Deadlift punches the Scav in the groin again, with another absolutely dignity shattering punch.

(2d6+12 Crushing Damage)

(+4 Str, +1 Con, +2 Regen Per Turn, for a total of 12 Str, 9 Con, and 2 Regen per turn.)

 

  Hide contents

Merit Level 1 Passive: Untalented: The user’s strength makes technique a useless chore.

-

Merit Level 1: The user is considered to have +1 Base Strength for every empty Action Slot.

-

Merit Level 2: The user is considered to have +1 Base Con for every 2 empty Action Slots.

-

Merit Level 3: The user regenerates 1 Health per Empty action Slot each turn

-

Merit Level 4: The user gains +3 Strength, however, one point of this bonus is lost for each ally in the current combat, to a limit of gaining +0 Strength from this level.

 

 

Merit Level 1 Active: Powered Up Punch: The user throws a single brutal right hook.
-

Merit Level 1: Deals 2d6+Strength Crushing damage.

 

 

Merit Level 2 Passive: Monster Suit: The user’s incredible malice and raw strength intimidate even the most fearsome opponents.  

-
Merit Level 1: Enemies whose health is brought below the user’s strength must save or be stunned.
-

Merit Level 2: If the user’s strength grows above an enemy’s health, they must also save or be stunned.

 

 

Trick Level 1 Equipment: Crude Steel Bracer: A plate of military grade steel crumbled around the user's arm provides a useful defense.

-

Trick Level 1: +6 Slashing Resistance

-

Trick Level 2: +2 More Slashing Resistance

-

Trick level 3: -4 Slash Resistance.  This item no longer takes up a slot.  This item is destroyed when unequipped.

 

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Feeling disoriented and confused, Lakia uses her Hide action to conceal herself from people dumber than she is.  Then she creeps closer to the sounds of combat, hoping to get an idea of what's going on without being spotted.

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Loadout + Stats

 

HP: 22
Moves: 5
Stats:
Essence: 5
Constitution: 1
Dexterity: 6
Intelligence: 8+6
Strength: 0
Synergy: 1
 
Mashinshinajī: When using robotic or electronic equipment, the effectiveness of the equipment is boosted by 2, or by [Gm fiat] if No numerical values exist for that piece of equipment. This action does not take a slot.
Level 2: The equipment is now boosted by an additional +1
Level 3: The equipment is now boosted by an additional +1 for a total of +4 or by [Gm fiat]

Odi: An AI companion contained within a body pillow of a chibi cyborg Darkness from the popular anime 'Konosuba', it does not have control over much of it's own systems, as the servos strategically placed within said body pillows can at most cycle through various preprogrammed sequences, and the cybernetic eye disguised as a part of the cover is unable to move much. It claims to be nothing more than a non sapient program designed to fool people into thinking that it's human to anyone who will listen, and it spends most of it's time trying to brute force it's way into obtaining more complete control over the servos it is linked to or trying and consistently failing to hack into appliances when it is not asked to do something, as it is honestly no more intelligent than your average uppity high schooler with a scientific calculator.
Grants +2 to Hirata’s Intelligence when equipped.

Scrap Blunderbuss: deals 2d6+[Dex] High Velocity damage to one target. 10/10 Ammo
Level 2: The Blunderbuss now has a 50% chance to instead hit two random enemies at half damage, as the arrows have curved flutes in them, and it deals 3d6+Dex High velocity damage to one target when fired

M3 Cybermutant 'Ichi':
HP: 30

Stats:
Con: 4
Dex: 4
Int: 3
Str: 8

DR: 
10 DR vs Bludgeoning, Cold, and Chemical damage
Flaws:
High Power Draw:  At the end of any encounter in which this minion is used it has a 20% chance to run down to low power and be unusable until recharged.

Actions:
Improvise Weapon: Grab a nearby object to use as an improvised weapon with effects based on a quality roll.

Overcharge: As a free action gain +1 move this round, removes stun, usable once per combat.  High Power Draw has a 100% chance to trigger at the end of the encounter.
Craft level 2: High Power Draw chance instead has a +50% chance to trigger at the end of the encounter.


Touched by the Red Plane: Occasionally sparks with red energy.  Actual effect unknown.
Smells delicious to Chelchis
Takes two action slots to equip.

 

Hirata quickly raises her shotgun and fires off one 3d6+Dex High velocity damage shot using the Scrap Blunderbuss at the first Black Imp, with a 50% chance for the shot to instead spread out and deal halved damage to two random opponents.

Ichi Improvises a new weapon and slams the first Black Imp immediately afterwards if it is still alive,, moving on to whack the second if the first is already dead.

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Yvette glared at the imps visibly mad for them messing with her ritual. It took her a long time to work it to the point she had it at and anything messing with it was one of the few things that would make her mad. That or she was just mad because the brand hurt.  "Jezzabella Kill the leader," Yvette said coldly as she begun weaving magic.

 

Jezzabella smiled and Unloaded a burst from her new fancy gun at the Imp that tried to drag Yvette into the portal last time.

 

Yvette uses Defense is Imperative on Jezzzabell.

 

Jezzabella shots the Imp Vanguard with he new gun. She has Meticulous Guns Blasting. Dealing  2d6+1d10+[Dex] High-Velocity damage ignoring 3 points of Res.

-Tricks Meticulous Guns Blasting: The user knows how to use a gun, but they are too cautious, ensuring that the gun is clean and isn't jammed before firing it. Guns deal 1d10 more damage, but can only be fired every other turn.

The gun has The weapon has an obvious self destruct button...right next to the safety, 5% to press it instead of the safety the first time the weapon is used in an encounter.

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.

(Level 2): Now grants regen equal to Yvette's [Int]/4+1 for the duration.

(Level 3): duration in increased by 1 round.

 

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.

 

Cleave: Jezzabella swings her weapon in an arch. Dealing [Weapon damage] to [2] Enemies with a [2] round cooldown.

 

-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.

 

-Tricks 

Meticulous Guns Blasting: The user knows how to use a gun, but they are too cautious, ensuring that the gun is clean and isn't jammed before firing it. Guns deal 1d10 more damage, but can only be fired every other turn.

 

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.

 

x1 - MG3200 'Raikiri': A standard Militech lightweight machinegun modified with a heavier barrel, a recoil compensator, and a bayonet made out of a katanablade, Hirata has inexplicably decided to place the self destruct button right next to the safety, potentially causing some problems later on if it ever fell into more absent minded hands.

(Level 1): Deal 2d4+[Dex] High Velocity damage ignoring 3 points of Res.

(Level 2): Deal 2d6+[Dex] High Velocity damage ignoring 3 points of Res, may make a 1d4+[Str] Piercing damage melee attack as an action. The weapon has an obvious self destruct button...right next to the safety, 5% to press it instead of the safety the first time the weapon is used in an encounter.

 

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Loadout

Spoiler

Stats: (21)

 

Essence: 4

 

Constitution: 5

 

Dexterity: 4

 

Intelligence: 8 + 2 = 10

 

Strength: 0

 

Synergy: 0

 

 

Concussion: Shamhat gains disadvantage on any Int based roll up to five times per plot(timing is at GM discretion).

 

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.

 

Shamhat dumped the junk she found on the floor after awhile, only to find out that Yvette seemed to have summoned even more monsters for them to deal with. She quietly moved into position, before trying to concentrate and fire some spells at what appeared to be the head of the monster crew.

Action: Gravity x2 (Multicast) on Imp Vanguard, dealing 2d6+(2d6+10)*(Target's current HP)/(Target's max HP) crushing damage twice.

 

[Concussion: Shamhat gains disadvantage on any Int based roll up to five times per plot(timing is at GM discretion)]

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