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[IC] Trespassers LF: The Teleglitch Incident


StormLord

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 "OLD MACHINES PREDICTABLE. UNFORTUNATE. YOU MAY WANT TO TAKE COVER."

 

Chelchis prepares to Blink, while also trying to break the machine's line of sight on her.



Merit: 0 (2 gained total)

HP: 30

Shields: 22

Minions: 5
Moves: Equal to your Dex, divided by the average dex of this encounter, calculated at the beginning of combat. Minimum 1.
Stats: 

 
  • Essence: 5
  • Constitution: 5
  • Dexterity: 3
  • Intelligence: 4
  • Strength: 3
  • Synergy: 1

Perks:

  • Ruins of Utopia: This character takes no penalties for using substandard crafting materials.
  • Captain's Guard: This character has a persistent, regenerating shield that has health equal to 75% of their normal maximum HP, which refreshes after not taking damage for a turn, and takes double damage from electrical attacks. It does not benefit from other damage reduction effects.
  • Kratocrat: This character has minion points equal to their ESS. A minion point may be spent to perform a Minion Action. This can also be targeted by enemies; upon attacking the Minion Pool successfully, one minion point is lost.
  • Flaw: Etheric Life: This character must consume any magic that seems to be available for consumption, and suffers GM-determined penalties for attempting to not do so.

 

Schemes:

Test of Strength: Cannot use minion points at all this plot.

 

Actions:

Blink: Chelchis teleports a short distance, dodging the next incoming attack. (This buff lasts indefinitely.) 1 turn cooldown. 

 

Spider Climb: If Chelchis has at least two limbs free, she can climb on walls without further penalty. 

 

Fire Support: Chelchis spends a number of minion points to execute attacks for her as a free action once per turn. This action has varying effects per level, and any level can be freely used.

-Dreg Rush (Level 1): Chelchis spends a single minion point to call a squad of Dregs armed with shock knives, which deal 1d4 damage to up to three targets. This automatically intercepts the first attack made on Chelchis this turn, and this turn only. Dregs deal Slashing/Cutting and Electrical damage.

-Wire Snipers (Level 2): Spending two minion points, Chelchis calls in sniper fire for 3d6 damage to a single target. These snipers deal Piercing (HV) and Electrical damage.

 

Four Arms: This passive grants two action slots for equipment only. 

 

Equipment

Scrap Cannon: Deals 1d6+STR damage. Halved damage against targets considered far away. This weapon negates one stun per encounter due to reduced, easy reloads.  Deals Piercing (HV) and Heat damage.  Currently in the hands of a human that will regret taking it.

 

 

MG3200: A standard Militech lightweight machinegun. Deal 2d4+[Dex] High Velocity damage ignoring 3 points of Res.

 

Shock Pistol: A common weapon spotted amongst Fallen, often used by Dregs primarily but also used as a sidearm by their upper ranks. Deals 1d6+DEX heat (surface) and electrical damage. Rolls to craft with this weapon incur disadvantage.

 

Fallen Captain Armor: Grants 10 damage reduction against Piercing damage.

 

Shield Capacitor: Can be used to instantly regenerate shields. 5 turn cooldown.

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Evelyn

 

Once inside, Evelyn walks forward, glancing around the tank and keeping a hand on her sword. The body seemed to be a simple snack one of the mutants were having, nothing more. The rubble however... It seemed that some of the mutants had decided to move it... for whatever reason. It was strange, but investigation worthy. So, Evelyn took a look around the tank, specifically checking for anything on the corpse.

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Plankton Farms:

 

[4]

Vratislav wanders around looking for anything of interest.  A familiar warbling sound can be heard as he approaches one end of the chamber, as he taps on of the walls with his pole the thin facade of brick crumbles inward and his pole is wrenched out of his hand.  The Teleglitch devours most of the wall he tapped in a chain reaction.

 

[23]

Evelyn pats down the corpse and finds a small pieces of strange material, it's slightly shiny and has the words "Security Keycard" printed on the side.

 

 

Robotic HW Assembly:

Spoiler

 

 

The Imp Vanguard disappears into a puff of black smoke and energy.

 

Hirata's blunderbuss blast ricochets around the room impacting the two smaller Imps with little notable effect.

 

The first Black Imp teleports behind Yvette and Jezzabella quickly slashing them each for 7 and 0 damage.

 

The second teleports behind Hirata and slashes for 10 damage.

 

[30] Itchi grabs the lid of one of the boxes they recently opened and hits the Imp for 5 damage.

 

Yvette equips protection while Jezzabella tries to attack the Vanguard only for it to disappear, it rematerializes behind her and swipes for 12 damage, a strange poison from the strike burns Jezzabella.

 

Shamhat attacks, but her pounding headache doesn't help for focus(1 proc).  She deals 14 and 10 damage as the Imp flickers in and out of existence.

 

 

Init:

Spoiler

8 Imp Vanguard

5 Hirata

5 Black Imp

5 Black Imp

4 Cybermutant

4 Yvette

4 Jezzabella

3 Shamhat

 

Status:

Spoiler

Yvette: 15/22,

-Jezzabella: 14/26, Imp's Spite(Take 1d6+2 after one round),

Hirata: 12/22,

-Cybermutant: 30/30,

Shamhat: 28/28,

 

Black Imp A: Scratched,

Black Imp B: Healthy,

Imp Vanguard: Lightly Wounded,

 

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”AH! Damn it all!” Truth be told, Yoko was far more irritated with the fact that she had missed than she actually was with getting shot. ”Looks like I overcommitted with that one. That’s a shame, it would have been great.”

Yoko shrugged and then came at the Midget Scav again, swinging with less force... but still quite forcefully.

Yoko uses Hands of Stone on the Midget Scav, 3d6+STR (6) damage!

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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"Pesky things." Yvette said as she hit "Lets see how you like this then." She as she weaved another spell hoping she could take one of the enemies out of the fight. Jezzabella glared the the leader imp rushed it with the pointy bit on the gun swinging in  a wide arch.

 

Yvette tries to BIND Black Imp B into her service.

Spoiler

Bindings of the Beast: Do to dabbling in the arts of demon and devil summoning she knows how to bind such creatures to her service. Yvette has bindings equal to her Int*2. Each creature has a binding value based on its "Type" well normally this would be based on their level of demon or devil (aka a low-class devil like an imp would have a cost of 1) but due to there nature such creatures could have a variable cost due to other factors. 


Demons and Devils are separated into three main types Strong, Smart and Pure. Strong are physically powerful one who main stat is Synergy.  Smart ones are well smart their main stat is Intelligence. Pure ones are ones of pure emotions and their main stat is Essence. Yvette cannot bind demons if their main stat is higher then her stat of the same type.

Jezzabella use Cleave with the pointy bit of the gun ON the Imp Vanguard and Black Imp A. Dealing 1d4+str damage to both.

 

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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Hirata will open fire on Black Imp A with her shotgun, dealing 3d6+Dex damage with a 50% chance to deal halved damage to two random targets instead.

Ichi will hit Black Imp A with an improvised weapon again, dealing it's damage.

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Primary Landing Bay:

 

Ess check: 17 vs 17

Morp sneaks around to try and steal a piece of something from the robot, he manages to tear out some wires and odd looking metal.

(Gain 1 "Wires" and 2 "Flux Rod")

 

Chelchis prepares her Blink and moves to a place the Welder will have more trouble getting to her.

 

It can be heard humming more loudly as it approaches Roy, it doesn't do anything yet though.

 

Roy fires his Bioelectric Pulse cannon at the robot, it takes 8 damage and [Con 28 vs 16] it begins shorting out, Roy seems to have fried its main computer system.

Very quickly feint wisps of smoke start rising up from it's shielding and the humming stops.

 

Everyone gains 1 Merit for shear, dumb, luck.

 

 

Personnel Quarters:

 

Con saves: 10 vs 25, 14 vs 14, 20 vs 15, 9 vs 25,

Yoko and the Midget each gain a Toxic gas stack.

 

The Scav recovers from his embarrassing position long enough to fire another laser at Yoko for 11 damage.

 

No one here seems to be paying Lakia any mind, at least not anymore that's for sure.

 

With 20 damage even Yoko crushes the Midget's ribcage just as he's trying to stand again, he won't be making it.

 

This time instead of armor cracking it's bones breaking and organs popping.  With another 13 damage the second Scav is incapacitated.

 

 

Init:

Spoiler

2 Merit to Yoko and Dealift,

 

Scav Laser:  Fires a beam of fiery energy that deals 1d3+[Dex] fire damage, for each consecutive round it's fired the number of dice doubles up to 8d3.  Using this weapon multiple times in one round does not increase the bonus.

 

Sad Scattergun: Deals 1d6+[Str] High Velocity damage.  Stuns the user after use if they have less than 6 Strength.

 

Oz Kit(x2): Provides a short supply of oxygen and limited environmental protection. 

 

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Seeing that one side has triumphed with relative ease, Lakia decides to walk out into the open as if she just got here (she gets a 10% bonus to checks to con people if Yoko or Deadlift care enough to be suspicious).  "Well, that was... bracing.  Glad to see the, eh, right side won?  You know, the air in here smells kinda funky.  Maybe not the best idea to linger."

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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 four 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.

 

Action: Cura on Yvette and Jezzabella, and then another Cura on Jezzabella and Hirata, healing two targets for (1d6+10)*0.75 HP per cast.

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Chelchis gave Roy the kind of look that, in a person, would have come with a raised eyebrow. Or so he thought, anyway; Chelchis was both wearing a full-face mask and lacked eyebrows. "DID NOT THINK MACHINE WOULD BE SO EASY TO DEACTIVATE." She strode toward it, holstering her weapon for now, then started to climb up the frame, four arms moving her up fairly effortlessly.

 

Chelchis climbs onto the robot and looks for the power source, as to disconnect it and prevent the thing from reactivating while they aren't looking.

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Vratislav sighs at the loss of his pole.

"Well, looks like I'll have to hope for rocks now... Oh yes, Evelyn dear, have you seen any rounds for Greg's gun recently? He seems to be in need of some more. Really need to get him a Bayonet..."

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"Oh, wow! You did it, mister." Morp floated down happily, as he sent the wires he'd grabbed to his collection. Who knew what those things were for, but they were part of such a big robot, they probably had some use.

 

". . .Sooo, what do we do with it now?" Morp wasn't certain how asking to collect the robot would be recieved, so he left the question vague for the moment.

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Evelyn

 

The find of the keycard was something that brought more confusion to Evelyn... But she merely shrugged at the find, placing it in one of her hidden pockets before standing and walking out of the tank... Just in time to see Vratislav's pole be devoured, along with the wall, by what... Appeared to be the same blob she had seen earlier. This instantly caused her to run towards him, her sword already out and ready as she approached, looking between him and the wall.

 

... Then, after he asked her for ammunition in a casual manner, Evelyn's eyes narrowed, "An entire wall gets devoured, along with what was in your hand, and your first statement to me is 'do you happen to have ammo'?" Evelyn asked, before sighing, "Unbelievable... The best I can offer is this" she said, quickly pulling out the ammunition she had taken from the box, which was roughly half of its contents. Just as he took it though, she also pulled out the keycard she had found, "I also found this. You may get more use out of it than I" she stated, forcing it into his hand before walking around him to investigate the now crumbled wall.

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Vratislav inspected the card for a few moment before shrugging. He goes about converting the ammo to acid ammo.

"I don't know what you expect me to say. Aside from the uh... wobbliness, these seem to not move. And they don't seem to be hostile if they're at all intelligent. Admittedly they're a bit worse than the ectoplasms I'm used to in that they instantly devour things, but as long as we don't get too close they seem perfectly safe. No point in getting all up in a mood about something we can't fix right now."

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Plankton Farms:

 

Evelyn approaches the mass that destroyed the wall, nearly floor to ceiling and several feet wide.  The closer inspection reveals that whatever this is must have eroded the wall thin and Vratislav's tapping had just knocked the thinnest parts loose.

 

 

Personnel Quarters:

 

Deadlift and Yoko tear into the Oz kits like kids on Christmas morning, the sweet sweet relief of fresh air is a blessing if they've ever felt one.

 

To Lakia on the other hand it's slowly getting harder and harder to breath, the air is a bit sour and extremely thin through here.  She should be fine if she doesn't linger too long and doesn't try to do anything too active.

 

Con check: 15 vs 22,

Yoko can't take deep breaths without extreme pain any more and is coughing pretty steadily.

 

 

Primary Landing Bay:

 

Int check: 5 vs 2,

With a little fiddling Chelchis finds a back maintenance panel for the robot's armor and opens it up.  A puff of smoke immediately pours out before quickly dissipating.  She disconnects anything labeled "High voltage" and finds that most of the damage is overloaded wires and a fried motherboard.

 

 

Robotics HW Assembly:

 

Music:

Spoiler

 

 

The Vanguard starts charging something, its eye glowing brightly with purple energy.

 

Hirata fires her shotgun, but the kick sends her aim wide.  She deals 0 damage to Black Imp B and 1 damage to the Imp Vanguard.

 

The two Black Imps teleport to Shamhat and quickly shank her in the back for 9 and 10 damage.

 

[29] Ichi can't find a better weapon so they just smack the Imp again, this time they deal 7 damage.

 

Yvette enforces her will over one of the smaller Imps, dragging it into her clutches and forcing it to do he bidding.

Black Imp B joins your side!

Spoiler

Name: Black Imp

 

Level: 3

HP: 20

 

Stats:

 

Ess: 2

Con: 1

Dex: 5

Int: 6

Str: 1

Syn: 2

 

Actions:

-Actives:

 

Teleport Slash(Type A): Deal 3d3+[Dex] slashing damage to one target

 

Teleport Slash(Type B): Deal 2d3+[Dex]/2 Slashing damage to two targets.

 

-Passives:


Dash: Grants 6 DR vs High Velocity, Bludgeoning, and Slashing.

Jezzabella swings he weapon wide and hits both the remaining Imps for 8 and 7 damage.

The lingering poison deals 7 damage to Jezzabella.

 

Shamhat heals Yvette and Jezzabella for 12 HP each, then heals Jezzabella and Hirata for 10 each.

 

Init:

Spoiler

8 Imp Vanguard

5 Hirata

5 Black Imp A

5 Black Imp B

4 Cybermutant

4 Yvette

4 Jezzabella

3 Shamhat

 

Status:

Spoiler

Yvette: 22/22,

-Jezzabella: 26/26,

-Black Imp B: 20/20,

Hirata: 22/22,

-Cybermutant: 30/30,

Shamhat: 9/28,

 

Black Imp A: Badly Wounded,

Imp Vanguard: Wounded,

 

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Yoko made a facial expression that was half grimace and half grin, and it wasn’t difficult to see why. Yoko was incredibly banged up, a combination of poison and burn wounds lanced across her body making it very visibly clear that she had come out of that battle barely on her feet. But Yoko being Yoko, that was soemthing to be celebrated, not to be bemoaned, even as agony lingered in her body. She tried on her dead foe’s oxygen system, and took a deep breath... before grunting and breaking into coughs. ”Ahhhhh, I am really messed up... I won, though~” The grin slipped for a moment, though — the way she was having trouble breathing was a very, very bad sign.

 

Her eyes were then drawn to a new arrival, who appeared to be physically and verbally sidling up to them. ”Yes, we sure did. And... -cgh-  yes, we probably should move along, hmm, Deadlift? And you, purple-haired -cgh- woman... who would you be?”

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"I am Lakia, a travelling alchemist.  I do not know how I came to be here, but...  The air is bad," She grimaces, "It isn't affecting me much yet, but I have heard of this.  It happens sometimes in tombs or mines that dug too deep.  The place fills with a miasma that seems like air but is not.  We need to move on quickly or we will suffocate.  Ideally find higher ground; most harmful gasses are heavier than air and will sink below it.  I seem to have been brought here without most of my supplies and potion ingredients, but I have some experience with poisons.  I may be able to help you when we reach a safe place."

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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 four 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.

 

Action: Cura on Shamhat, restoring 1d6+10 HP, and then another Cura on Shamhat and Jezzabella, restoring 0.75*(1d6+10) HP to both.

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"I cannot be certain without identifying the airborne chemicals," Lakia hedges, "But I think it is likely that it would.  If it does not, we could go to the low ground ourselves and escape the poison that way."

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Deadlift leaps up to the ceiling, grabbing handfuls of metal and pulling himself up to it.

Flexing his mighty legs, Deadlift kicks off of the metal ceiling, and punches the ground with incredible strength.

(8 + (3 from Untalented's Bonus) (+5 from empty Action slots) (+125% from Perks))
(Strength After Bonuses: 36)

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Chelchis rumbled thoughtfully at the damage. "CABLES, FIXABLE. BOARD, LESS FIXABLE. NEED A NEW ONE." She left the bot in place for the time being; once she had her crew, she'd have them strip the bot for useful parts. For now, they did have a job to do. They still hadn't found access to the mainframe, and in hindsight going to the landing bay was likely not the best route for doing so.

 

Chelchis heads toward the rail transit entrance.

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Yvette smiled as she felt her spell fall over the Imp. "Well come to the winning side.  Glad you saw things the correct way...not that you had much of a choice in the matter. Now time to make use of you. Go and guard the her." Yvette said as she pointed to Shamhat. "Jezzabella keep up the pressure. I give you a boost." She continued as she begun to wave another spell as Jezzabella leveled her gun at the vanguard. 

 

Yvette Cast Dark Blessing on Jezzabella Boosting Jezzabella's Dex by half of Yvette's Int[4].

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 shoots at that Imp Vanguard. Dealing 3d6+1d10+dex High Velocity damage ignoring 3 points of DR to it.

x1 - MG3200 'Raikiri':Deal 2d6+[Dex] High Velocity damage ignoring 3 points of DR, 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. and 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

 

Yvette tells her black imp ot guard Shamhat hoping to keep the mage up this fight.

 

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.

(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'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.

 

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 DR.

(Level 2): Deal 2d6+[Dex] High Velocity damage ignoring 3 points of DR, 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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