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Heidrun gasped faintly at the reveal of the tunnel's occupant. She could have been part of the gang, of course, but Heidrun had no real way to tell. "Are you okay? Have you been hurt?" She shuffled closer, bending over and extending a hand towards the woman. "W-We aren't here to hurt you, I promise." The healer glanced sideways at Navin (and to a lesser extent, Solomon.) "If you're injured, I can help you." She made an effort to move slowly and nonthreateningly; the woman was likely not convinced that being found by these strangers was a good thing. It was something she could understand, especially in a city like this one.

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Navin frowned at the reveal of the woman hiding under the hatch -- whatever was happening here, there was still at least one survivor, then. Who knew how long she had been here, hiding in this hatch under this corpse...? She would have to get medical help after they got here out of here, and probably a longer-term checkup than Heidrun could offer on the spot, too. But that could at least wait to be resolved for now; at this moment, the first priority was to at least get her out of there. "It is okay. We are just here to investigate this place, we are only going to want to help people like you." By this, Navin meant the victims of... whatever the hell was going on here, but he didn't want to panic her by making her try to explain. "We can help you out if you would like," and here he reached out, "and we can give you space afterwards if that is what you need, too."

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"Well, we know it's original target, and the fact that it's not contained to just said target in it's effect. Additionally we know the name of the project. I didn't catch anything else, did you, Alexandria?"

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On 3/22/2020 at 11:37 PM, Powder Miner said:

Navin frowned at the reveal of the woman hiding under the hatch -- whatever was happening here, there was still at least one survivor, then. Who knew how long she had been here, hiding in this hatch under this corpse...? She would have to get medical help after they got here out of here, and probably a longer-term checkup than Heidrun could offer on the spot, too. But that could at least wait to be resolved for now; at this moment, the first priority was to at least get her out of there. "It is okay. We are just here to investigate this place, we are only going to want to help people like you." By this, Navin meant the victims of... whatever the hell was going on here, but he didn't want to panic her by making her try to explain. "We can help you out if you would like," and here he reached out, "and we can give you space afterwards if that is what you need, too."

Solomon, Heidrun, Navin, Venus. Impact Point Warehouse

The woman still looked a bit unsure as Heidrun and Navin approached the hatch, opening and closing her mouth a bit at the two as she shivered in the dark tunnel, seemingly trying to say something, in a weak and barely audible voice. Her whispers going unheard until Heidrun and Navin shift just close enough to reach their hands out into that dark and forbidding hole, and finally hear the woman weakly whisper "Nno, help yourselves," shifting a little as the light reveals more of her wounded form.

(26 v 15)
Sensing a faint glimmer of movement at the corner of his eye, Navin quickly pushes himself and Heidrun away from the hatch! Just before they heard a piercing scream coming from the tunnel, and saw a long hook covered in blood and grime blast past where the two of them were standing, and retreats back into the tunnel with a scraping sound. This seems to awaken something in the warehouse, the meathooks starting to shift and twitch in place, while the sole body on the hook bloats and deform, the sound of hooks lazily clashing against each other slowly joined by the sound of snapping bones to lay down an unsettling beat, before the body on the hook lazily opens its clouded eyes, and lets out a low growl...

 

(32 v 18, Goddamn, what is with these natural 20s)

It wouldn't have taken a genius to figure out what was going on by this point, but for all intents and purposes, Heidrun was that genius right now. This place was missing something, it was dead, the whole place, the whole building was this one massive nexus of death and despair that ate away at the surrounding life force, burning it to sustain and empower itself. Now she wasn't sure if that bloated corpse was causing this to happen, or if it was simply a wandering thing attracted to its power, and she didn't know enough about this world to know why the nexus formed in the first place (Although she might have had some educated guesses), but she's preeetty sure that big bad bloated corpse man with an extended skull wasn't growling its way into existence to serve them hordeurves.

 

BMG

Spoiler

Initiative

Spoiler

6 Navin
6 Mini Meathook 1
6 Mini Meathook 2
6 Mini Meathook 3
6 Mini Meathook 4
5 Venus
3 Medium Meathook 1
3 Heidrun
3 Medium Meathook 2
3 Giant Hooker (1st Action)
1 Solomon
1 Giant Hooker (2nd action)


Status

Spoiler

Allies
Solomon: HP 70/70, Fine
Navin: HP 55/55, Fine
Heidrun: HP 75/75, Fine
Venus: HP 65/65, Fine


Slaughterhouse 7:
Giant Hooker: Fine
Mini Meathook 1: Fine
Mini Meathook 2: Fine
Mini Meathook 3: Fine
Mini Meathook 4: Fine
Medium Meathook 1: Fine
Medium Meathook 2: Fine

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"I know the weapon's creators claimed it would remove ghosts and other possessing entities without harming living creatures, but I also know that if it was not dangerous if released they would be in far less of a rush to get it back," Alexandria states, "No, they think it will do something extremely damaging should it escape containment.  As it targets souls, releasing ones more weakly bound to their physical form...  My hypothesis would be that it is highly dangerous to those who have undergone extensive cybernetic replacement, thus weakening themselves magically, essentially compromising their arcane immune system."

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1 hour ago, DragonRage said:

"I know the weapon's creators claimed it would remove ghosts and other possessing entities without harming living creatures, but I also know that if it was not dangerous if released they would be in far less of a rush to get it back," Alexandria states, "No, they think it will do something extremely damaging should it escape containment.  As it targets souls, releasing ones more weakly bound to their physical form...  My hypothesis would be that it is highly dangerous to those who have undergone extensive cybernetic replacement, thus weakening themselves magically, essentially compromising their arcane immune system."

(21 v 10)
Junior scans Alexandria's face once more, trying and failing to find a tell, or a flaw that could clue him into her 'true' intentions, seemingly a bit surprised to find none. A tense moment of silence passes as he considers what to do next, before the man finally lets out a sigh and says "Then suppose that I happen to know where this 'soul eating bioweapon' might be kept, and what you are saying is true, because you certainly believe it is." Alexandria would notice that the man seemed a little less defensive now, far more open to talking this out instead of just..casually busting a hole in the roof or something. "What if I tell you that, as distasteful as it may sound, it is being prepared for a good, if desperate cause."

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With a flick of her wrist, Alexandria disengages her hard-light deflector shield, allowing the hexagonal panes to disintegrate into tiny, glassy shards that rapidly sublimate now that the magnetic fields holding them in place are no longer present.  "My companion and I have capabilities not currently available to your group, and we also have a team with diverse specialties.  Should your cause be righteous, it is well within the realm of possibility that we might reach a solution less likely to cause collateral damage."

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Heidrun's desires to vomit and scream fortunately interfered with one another enough that neither one of them actually happened as the. . . thing revealed itself. She scrambled backward as she looked up at it in abject horror, mouth working soundlessly as she tried to get out a proper response to it and failed, at least until she was able to get a proper physical balance. "That- it- it ate the Lifestream in the area. It's j-just gone. W-We need to destroy it if we can!" She could feel the other stirring at this affront; it might have been outside that one's purpose, but it was close enough to rouse her. Please, no, not now, you need to stay now more than ever! She took a deep breath to focus herself - a mistake, as it only meant the fetid air filling her lungs. She coughed before calling out to Solomon and Navin. "I'm going to cast a charm that w-will help us, but it might feel a bit strange!"

 

And indeed it was likely strange. They only seemed to show out of the corner of the eye, but ethereal cords appeared to bind the three together. Each target of the spell began to feel faint echoes of what the others were feeling, both physically and mentally - and perhaps more disconcertingly, it was difficult to tell which sensations came from where.

 

Binda on Heidrun, Solomon, Navin, combining their health pools into one!

 

Level: 5
HP: 75
-Energy: 37
Init: 0
 
Stats: (30/30)

 
  • Constitution: 9
  • Dexterity: 3
  • Intelligence: 5
  • Strength: 1
  • Synergy: 12

 
Perks:
 
Queen of Rose: Heidrun gains a pool of life energy equal to 50% of MHP that is used to pay health costs in lieu of actual health. This pool can be healed if she is at full health (but will not automatically overflow.) Targets affected by a buff from Heidrun can draw from this pool instead of paying their own health costs (but overflow must still be paid by the one acting.)
 
Active Angel: Heidrun's healing actions are 25% more effective.
 
Sword of Doom (Perk/Flaw combo): Heidrun transforms into a powerful vampiric state when reduced to 40% or lower HP. Outside of this transformation, all of her stats are reduced by Level/2, rounded up, with a minimum of 0. This transformation cannot be invoked manually. The transformation ends if Heidrun spends two consecutive turns above the activation threshold.
 
Awakening the Chaos: Heidrun's actions while transformed are inverted versions of her normal actions, and directly based on them, rather than being leveled separately.
 
Actions: (20/20 AP)
Rokja: Heidrun infuses a target with her own life energy, paying 2[Level] HP to heal them for 5d6+SYN HP.
-Base: Heal a target for 1d6+SYN, paying [Level] HP.
-Level 2: 2d6+SYN healing.
-Level 3: 3d6+SYN healing. Increased cost to 2[Level].
-Level 4: 4d6+SYN healing.
-Level 5: 5d6+SYN healing. Increased cost to 3[Level].
-Level 6: Reduced cost to 2[Level].
 
Batna: Heidrun uses an infusion of energy to kickstart a target's natural regeneration processes, paying [Level] HP to place a buff on them to cause them to heal for Heidrun's SYN each turn for 4 turns.
-Base: Cause a target to begin regenerating [SYN]/2 HP for 3 turns, paying [Level] HP.
-Level 2: Increase regeneration to 3[Syn]/4.
-Level 3: Increase regeneration to [SYN].
-Level 4: Increase duration by 1. This ability can no longer gain levels that increase healing done.
 
Binda: Temporarily merges the life forces of three targets together, causing them to share a health pool for four turns. When this effect ends, each target is left with a percentage of their max health equal to that which the shared pool had.
-Base: Link two targets together for three turns, causing damage and healing affecting one to affect the other. Casting this spell again removes previous instances of it. Removing this buff removes it from all targets. Lasts 3 turns, or until recast.
-Level 2: Up to three targets.
-Level 3: Duration increased to 4.
 
Skraedna: Heidrun channels a large burst of positive energy, paying 20% of her maximum health and healing all allies within 5 initative of a chosen target for 1d4+SYN HP.
-Base: Pay 20% MHP, and heal all allies (except the caster) for 1d4+[SYN]/2. 2 turn cooldown.
-Level 2: SYN scaling to 3[SYN]/4.
-Level 3: SYN scaling to [SYN]. This action can no longer recieve extra healing based on SYN.
 
Inverted Actions:
 
Saera: Heidrun impales a target to drain their lifeforce, dealing 5d6+SYN damage and healing her by 2[Level]. (Cannot heal for more damage than it deals.)
 
Bloda: Heidrun lacerates a target, sapping their energy over time. Inflicts a debuff that deals [SYN] damage for 4 turns, and heals Heidrun for [Level]/4 each turn it is active.
 
Binda: Unchanged
 
Beina Fyri: Heidrun ravages an area, dealing 1d4+SYN damage to targets within 5 initiative of a chosen one, and heals herself for 20% of the damage dealt. 2 turn cooldown.
 
Equipment:
Reinsa (Trick): A minor energy manipulation spell that displaces energy around a target. Remove a (de)buff from the target.
-Base: 50% chance to remove a debuff from a target.
-Level 2: 100% chance.
-Level 3: Can target buffs as well.
 
Warding Vestments: A set of robes that absorb, and then slowly release hostile magic. Negate a debuff targeting Heidrun.
-Base: Negate the first debuff targeting Heidrun this encounter.
-Level 2: 5 round cooldown.
-Level 3: 4 round cooldown.
-Level 4: 3 round cooldown.

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Friedhold snapped the fingers of his glowing hand, scattering green sparks and motes of light that drift over to Scrapper's hand and heal the burns.  But he frowned at Lesya's response, clearly disappointed but not angry.
"If you are uncomfortable, perhaps you may simply tell me about it?  I am interested in avoiding unnecessary damages, otherwise I would not bother with this."

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As a general rule, Navin Gopinath Mhasalkar did not curse. But that wasn't to say that he remained quiet at this sudden, horrific revelation -- he yelped somewhat, and then let out an almost hissing "Khhhhhh," sound of surprise and frustration as he had to leap back to avoid being skewered, Heidrun in his arms. That scream coming from the tunnel, too -- he wanted to hope that it was just the sound of whatever had caused this, and it maybe had been, but the girl down there was probably dead now. His grimace grew strong enough that his teeth ached a little, but then he shook his head deliberately and loosened his jaw as much as he can. Right now, it was time to fight. He could, at least, save the others in his group and whoever would come in the future to this evidently... life-eating place. Navin began to move, sidestepping in rough circles in front of everybody else and raising his fists in a boxing stance, as he got the circulation and the power that came with it moving throughout his body.

 

"Understood! Do not worry about causing a little discomfort!" Navin had the opportunity now, while none of his power was expended, to do some fairly ferocious damage, and he was tempted to just lay into the thing... but both suspecting that it could potentially have a way to block damage to its core using its hooks to block and deflect like a martial artist, and suspecting that leaving all of those hooks up could result in them being torn to shreds before he could kill it, Navin instead elected to lunge at one of the larger hooks. He ignored the strange feeling already coming from Heidrun's magic in favor of simply bringing his power to the lowest segments of his finger and dealing a savage pair of blows to it, along with a pair of powerful explosions which would probably apply enough directional force to help avoid breaking his knuckles from punching metal. (The explosions would also help blow the hook to smithereens, of course.)

 

Navin uses One-Two Punch on Medium Meathook 1, doing 4d6+STR (10)+SYN (11) damage, twice. (Also, reminder that the Shell-Shock perk in the loadout spoiler triggers on every attack, for all intents and purposes).

 

Active Cooldowns:

One-Two Punch (4 turns)

 

Spoiler

Level: 5
HP: 55
Init: 1d20+5

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

 

 

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

 

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


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

 

Actions:

 

One-Two Punch (Level 6): Navin flows his energy into his right arm for an explosion punch, then he twists and smoothly circulates it into his left arm, dealing an explosive punch with that arm too. It's a fairly intensive maneuver, though, given its speed. Navin does 4d6+STR+SYN damage, twice. 4 turn cooldown.

Level 2: Upgraded from 1d4+STR+SYN to 1d6+STR+SYN damage.

Level 3: Upgraded from 1d6+STR+SYN to 2d6+STR+SYN damage.

Level 4: Cooldown decreased from 5 to 4 turns.

Level 5: Upgraded from 2d6+STR+SYN to 3d6+STR+SYN damage.

Level 6: Upgraded from 3d6+STR+SYN to 4d6+STR+SYN damage.


Piercing Strike (Level 6): A skill honed during the war against the heavily armored Kemenel in which Navin gained his fame, Navin channels an explosion through straight fingers, focused extremely effectively. Deals 4d6+STR+SYN damage and bypasses damage resistance. 2 turn cooldown.

Level 2: Upgraded from 1d4+STR+SYN to 1d6+STR+SYN damage.

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

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

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

Level 5: Upgraded from 4d6+STR+SYN to 5d6+STR+SYN damage.


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

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

 

Concussive Slap (Level 3): Navin applies a slap to his target... it's just that this slap is prefaced with a concussive explosion, widely dispersed with his outstretched palm, before it hits, staggering the enemy. Navin deals 2d6+STR+SYN damage, and reduces their INIT by his SYN. 1 turn cooldown.

Level 2: Damage increased from 1d4+STR+SYN damage to 1d6+STR+SYN damage.

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

 

Detonating Throw (Level 2): Navin goes for an opponent who has just made an attack, takes advantage of their momentum, and bodily throws them. With an explosion. The explosion in particular hurts what they used for the attack. 1d6+SYN+STR damage, gives the target 1 turn of cooldown on their last-used move. 1 turn of cooldown.

Level 2: Increased from 1d4+STR+SYN damage to 1d6+STR+SYN damage.

 

Items:

 

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

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

 

Potion of Health x2: Potions full of, uh, red healy stuff. Seems... reliable...? Can be quaffed to instantly regain 25% health.

 

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"Indeed. My abilities are a little less simple to show off, but we do indeed have the ability to provide significant help if we feel it warranted. Shall we take this somewhere just slightly more private? Don't worry, it ain't a kidnapping or murder, but it might be nice to prevent others from overhearing, as much as is feasible." If they could convince this man that they had a common goal. . . well this might just turn out a little easier than anticipated.

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On 3/28/2020 at 9:42 PM, DragonRage said:

With a flick of her wrist, Alexandria disengages her hard-light deflector shield, allowing the hexagonal panes to disintegrate into tiny, glassy shards that rapidly sublimate now that the magnetic fields holding them in place are no longer present.  "My companion and I have capabilities not currently available to your group, and we also have a team with diverse specialties.  Should your cause be righteous, it is well within the realm of possibility that we might reach a solution less likely to cause collateral damage."

The Austrian scans Alexandria's face one last time, perhaps hoping to find any hint of dishonesty, before he casts a glance at Liliya, and moves towards the exit, with that slow and steady walk of his. For a brief moment it seemed as if he was simply attempting to escape once more, but a brief glimpse of the future tells Liliya all she needs to know for now. In the next 5 seconds he will beckon the two of them to follow with his right hand, and he will say, "Ha! Worrying about righteousness, Americans can be so quaint.."

On 4/2/2020 at 7:05 PM, StormLord said:

Friedhold snapped the fingers of his glowing hand, scattering green sparks and motes of light that drift over to Scrapper's hand and heal the burns.  But he frowned at Lesya's response, clearly disappointed but not angry.
"If you are uncomfortable, perhaps you may simply tell me about it?  I am interested in avoiding unnecessary damages, otherwise I would not bother with this."

While Scrapper moves his hand up to stare and poke at it a little, Kyle glances at Lesya's direction for a bit, before he breaks the silence with, "Not much to tell, I can give you some basic info on where the doors are, and what's stopping you from just walking in, but...none of us have been inside." As soon as he finished speaking, Lesya added, "And for good reason."

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Venus (65/65)

 

Whatever it was that had presented itself before Venus at present, the sight proved intriguing to the artist despite its evident repugnance to the average person; the sight reminded him of a puppet, if a puppet was itself a puppeteer of gory, sanguine hooks that hung like stage props. There was a certain appeal to the presentation, even in the predatory, dull face of the corpse crudely bound to sharp metal -- perhaps his fascination came from the unexpected sighting, let alone the resemblance the situation held to what the artist was quite used to. 

 

There was the thrill that came surging through Venus -- thrill that came with the grim connotation the surrounding atmosphere was giving out, only adding to the unexpected interest of what he was seeing at present. It was like walking into a living horror opera, except he was not the one that directed it --not for the exposition, anyway. 

 

Grinning and brandishing his weapon, he was ready to make full use of the circumstances at play.

 

Venus uses Petal Hail on Mini Meathook 4, dealing [4d4 + INT (10) + INT/4 (2) ] x 130% damage and marking it. The next time Mini Meathook 4 takes damage from Venus, Venus' attack deals level bonus damage and ignores damage reduction. 

 

 

 

 


 

 Stats:

Level: 5
Health: 65
INIT: 0

Strength: 1
Dexterity: 5
Intelligence: 10
Constitution: 7
Synergy: 7

Perks:


Tetrastich: Venus gains a progressive bonus INT/4 damage, rounded down, whenever he uses different actions with every successive turn, including the first turn he uses a damaging action, stacking up to four times before it is renewed.

Resourceful Perfectionist: A talented craftsman and virtuoso, albeit fastidious, Venus shares the contradiction of being adaptive albeit precise in his artful approaches. Venus requires only one AP for new action crafting, but his level cap for actions is reduced by one.
Catharsis: Venus’ damaging abilities deal double damage to targets below 25% of their health. 
Inspiration: Venus’ abilities have INT*2 chance of critically striking for double damage. 
Sharpshooter: Venus deals 30% bonus damage.

 

Flaws:
Preparation: Venus’ performances are limited by their prepared resources, requiring Venus to reload and reprepare after completion. Venus is fully disabled for a turn after benefitting from the fourth round of bonus damage from Tetrastich, refreshing the accumulated bonuses to their empty amount.

 

 

Actions:

Petal Hail (Active) (2 AP)
Venus fires a bullet that splits into multiple weaker explosives at the end of its trajectory, dealing his weapon damage to the target and marking it. Marked targets take level bonus damage from Venus’ next 
Ability. 4 turn cooldown.
Level 2: Petal Hail gains the additional debuff of causing Venus’ next attack against a marked target to ignore any damage-reducing effects. 

 

 

 

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Just now, StormLord said:

Friedhold raised an eyebrow at Lesya and resisted the urge to roll his eyes.

"And what might that be?  Beyond whims of righteousness or morality."

Kyle turned to look at Lesya again for a moment, seemingly unsure of what to say next, before Scrapper pipes up to say, "I don't think we should tell him that," causing Lesya to nod at him as he continued with, "Look, the tower's owned by UCAS Online, and the prick who runs it never liked the camp to begin with, but as long as we stick to city property he can't do anything except grumble and file another complaint, or get some rent a cops to kick us round."

"But if something happens to the tower...," Kyle added, allowing Scrapper to agree with, "Yeah, if something happens well, suddenly he can kick this up to corporate, and when they start looking for answers well, he's got one already." He stopped talking for a moment, giving Lesya enough time to slide in with, "You would be chasing everyone in this camp out of the one home we can hold onto, and for what? Maybe half an hour of silence before they reroute a satellite here, if the rent-a-cops working there don't shoot you first."

 

"Yeah...place barely has any security but, we don't mess with them for a reason," the youngest said, before the others stopped saying much of anything at all.

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"Bah, I'll be as quaint and old-fashioned as I like," Alexandria grouses, moving after the Austrian cyborg, "Someone's got to do the right and reasonable thing, and if it's not me, all too often it isn't going to be anyone at all."

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Navin, Venus, Solomon, Heidrun


The superhero reacts quickly, wading into the front lines, and brushing past all of the weaker meathooks to shatter a medium meathook into pieces with (74) damage! Casting the spirit inhabiting it flying away to places unknown.

 

The four miniature meathooks perform their grim work, seeming to dance through the air as they sought their mark....


Miniature Meathook 1 stabs into Heidrun's flesh, dealing 8 slashing damage to her before flying off once more.

 

Miniature Meathook 2 makes one long slice on Venus's right sleeve, dealing 7 slashing damage.

 

Navin's armor quickly proves its worth as Miniature Meathook 3 and 4 sail through the air and land on his shoulders, impacting with a surprising amount of force, but thankfully not penetrating too deeply, dealing a total of 14 slashing damage.

 

Ignoring the hook that tried to ruin his performance, Venus blasts his load all over Miniature Meathook 4, dealing 27 damage, and sending it flying away into the rafters for a while, the spirit deterred for now, but not beaten.

 

Heidrun works her strange magic over Navin and Solomon, the pain she and Navin felt spreading a little throughout the three, tempered mainly by Navin's desire to seek justice..

 

The remaining medium sized meathook swoops in to try and bind Navin in its high tensile metal rope (12 v 14), the brave hero thankfully managing to wriggle his way out.

 

The Giant Hooker's twitches and shudders on its hooks, the bound corpse's growling and retching causing Miniature Meathook 1 to glow with an eery light...

 

Glancing at the rotting corpse with a look of disgust on his face Solomon summons up a mound of books, and hurtles them towards the giant hooker, conveniently blocking it from view, and applying 8 Slalom Stacks to the spirit!.

 

The Giant Hooker suddenly stops twitching for a moment, completely silent as it turned its milky eyes over to Heidrun, sending shivers throughout her body as tendrils of magical energy seeks her out. She gets the feeling that whatever it's about to do, it's going to hurt, unless she tries her hardest to avoid being found.. (Heidrun can either spend her turn avoiding the attack, or take pretty decent damage)

 

Initiative

Spoiler

6 Navin
6 Mini Meathook 1
6 Mini Meathook 2
6 Mini Meathook 3
6 Mini Meathook 4
5 Venus
3 Medium Meathook 1
3 Heidrun
3 Medium Meathook 2
3 Giant Hooker (1st Action)
1 Solomon
1 Giant Hooker (2nd action)

Status

Spoiler

Allies
Solomon: Binda, Fine (178/200 HP), 8 Story Tokens
Navin: Binda, Fine (178/200 HP)
Heidrun: Binda, Fine (178/200 HP)
Venus: HP 58/65, Fine


Slaughterhouse 7 6:
Giant Hooker: Fine
Mini Meathook 1: Fine
Mini Meathook 2: Fine
Mini Meathook 3: Fine
Mini Meathook 4: Heavily Wounded, Marked (Venus deals Level Bonus damage and bypasses damage reduction with next attack)
Medium Meathook 1: Evaporar
Medium Meathook 2: Fine

 

Solomon's Loadout

Spoiler

 

Level: 5

HP: 70/70

Init: +1

Stats:

Constitution: 8

Dexterity: 1

Intelligence: 12

Strength: 6

Synergy: 8

 

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


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

Level 2: Solomon can now distribute a total of 8 'Slalom' stacks to up to four targets. (I honestly have no idea how to increase this or otherwise improve the action)
(4 AP)


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


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

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

Level 3: Increases the dice  usedfor the token backed effect and regular damage to d8s
Current formula: 1d8+Int+Syn/2 (+1d8 for each stack and instance of debuff removed from the target if two tokens are used)
(4 AP)


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

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


Inventory:
Ring of Resistance: A seemingly simple moonsilver band that responds to incoming magic by redirecting it to the ring itself. The user may activate this ring to become immune to direct magical attacks for 1 round. 5 round cooldown. Sufficiently powerful attacks may be enough to overwhelm this immunity.

The Bound Book of Solomon's Curses:
The book can be activated twice per encounter to double the effect of a debuffing action, in exchange for applying the normal-strength debuff to the user.

It also has a small chance to occasionally cast harmless nuisance spells on the user if it feels bored.

 

 

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Venus (58/65)

 

Venus arms Lotus onto the Giant Hooker.  The bomb does nothing this turn, but the next time Venus targets the Giant Hooker, the Lotus will explode, causing Venus' next attack to deal 150% bonus damage to the Giant Hooker and 50% of the attack's damage to all surrounding enemies. 

 

 



Stats:

Level: 5
Health: 65
INIT: 0

Strength: 1
Dexterity: 5
Intelligence: 10
Constitution: 7
Synergy: 7
 


Perks:


Tetrastich: Venus gains a progressive bonus INT/4 damage, rounded down, whenever he uses different actions with every successive turn, including the first turn he uses a damaging action, stacking up to four times before it is renewed.

Resourceful Perfectionist: A talented craftsman and virtuoso, albeit fastidious, Venus shares the contradiction of being adaptive albeit precise in his artful approaches. Venus requires only one AP for new action crafting, but his level cap for actions is reduced by one.
Catharsis: Venus’ damaging abilities deal double damage to targets below 25% of their health. 
Inspiration: Venus’ abilities have INT*2 chance of critically striking for double damage. 
Sharpshooter: Venus deals 30% bonus damage.



Flaws:
Preparation: Venus’ performances are limited by their prepared resources, requiring Venus to reload and reprepare after completion. Venus is fully disabled for a turn after benefitting from the fourth round of bonus damage from Tetrastich, refreshing the accumulated bonuses to their empty amount.

 

 

Actions:

 

 

Lotus (Active)(4 AP)

Venus arms a blossom-shaped explosive on a target enemy that triggers with Venus’ next damaging action during any subsequent turn, causing his next action to deal 20% bonus damage to the armed target and 20% of the triggering attack’s damage to all surrounding enemies, rounded down. Being a delayed action, Lotus’ arming and damage will not trigger Tetrastich,  but will free the rest of his actions for the subsequent Tetrastich bonus. Lotus will be counted as an action for Preparation. 4 turn cooldown, starting after the effect is triggered. 

Level 2: Lotus’ bonus damage increased to 30% on the armed target and 30% on surrounding enemies, rounded down.

Level 3: Lotus’ bonus damage increased to 40% on the armed target and 40% on surrounding enemies, rounded down.

Level 4: Level 3: Lotus’ bonus damage increased to 50% on the armed target and 50% on surrounding enemies, rounded down.

 


Petal Hail (Active) (2 AP)
Venus fires a bullet that splits into multiple weaker explosives at the end of its trajectory, dealing his weapon damage to the target and marking it. Marked targets take level bonus damage from Venus’ next 
Ability. 4 turn cooldown.
Level 2: Petal Hail gains the additional debuff of causing Venus’ next attack against a marked target to ignore any damage-reducing effects. 

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On 4/8/2020 at 3:46 AM, DragonRage said:

"Bah, I'll be as quaint and old-fashioned as I like," Alexandria grouses, moving after the Austrian cyborg, "Someone's got to do the right and reasonable thing, and if it's not me, all too often it isn't going to be anyone at all."

"Maybe we can see eye to eye after all Alexandria," Junior said in response, possibly in approval, he still had that inscrutinable 'tough guy' expression on his face that would be more objectionable on a less....hardened criminal. Liliya meanwhile, would hear a slight sigh of relief coming from the bar's patrons after the three of them finally walked out, along with a bit of grumbling here and there from the wannabe tough guys. It was good that you managed to resolve this semi peacefully, it's hard to think any of the patrons was an actual threat after what you've been through, especially with Alexandria walking about beside you, but starting a three way bar fight probably isn't the best way to run an investigation...or keep your cover from being blown any further.

 

The cyborg seemed to be content to move with a sedate and unhurried pace, and Alexandria wasn't exactly the hare to his turtle, so it took the two of you a bit to realize that his idea of a 'private place' where no one could overhear your conversation was, the warehouse you're supposed to be infiltrating later, at least that's where he seemed to be heading anyway....

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"Not implying anything, but it will be just us where we're going, right?" Either way, if they were heading to that warehouse, Liliya believed she would be the primary liability. Alexandria wouldn't have been able to sneakily infiltrate whether they went in now or later.  For now though, they'd just have to adapt to the circumstances at hand.

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"N-Navin, that thing is looking at me." Heidrun's voice shook like a leaf in the wind as she searched for cover, spending her turn to avoid the attack.

 

 

 


Level: 5
HP: 75
-Energy: 37
Init: 0
 
Stats: (30/30)

 

  • Constitution: 9 (6)
  • Dexterity: 3 (0)
  • Intelligence: 5 (2)
  • Strength: 1 (0)
  • Synergy: 12 (9)

Perks:
 
Queen of Rose: Heidrun gains a pool of life energy equal to 50% of MHP that is used to pay health costs in lieu of actual health. This pool can be healed if she is at full health (but will not automatically overflow.) Targets affected by a buff from Heidrun can draw from this pool instead of paying their own health costs (but overflow must still be paid by the one acting.)
 
Active Angel: Heidrun's healing actions are 25% more effective.
 
Sword of Doom (Perk/Flaw combo): Heidrun transforms into a powerful vampiric state when reduced to 40% or lower HP. Outside of this transformation, all of her stats are reduced by Level/2, rounded up, with a minimum of 0. This transformation cannot be invoked manually. The transformation ends if Heidrun spends two consecutive turns above the activation threshold.
 
Awakening the Chaos: Heidrun's actions while transformed are inverted versions of her normal actions, and directly based on them, rather than being leveled separately.
 
Actions: (20/20 AP)
Rokja: Heidrun infuses a target with her own life energy, paying 2[Level] HP to heal them for 5d6+SYN HP.
-Base: Heal a target for 1d6+SYN, paying [Level] HP.
-Level 2: 2d6+SYN healing.
-Level 3: 3d6+SYN healing. Increased cost to 2[Level].
-Level 4: 4d6+SYN healing.
-Level 5: 5d6+SYN healing. Increased cost to 3[Level].
-Level 6: Reduced cost to 2[Level].
 
Batna: Heidrun uses an infusion of energy to kickstart a target's natural regeneration processes, paying [Level] HP to place a buff on them to cause them to heal for Heidrun's SYN each turn for 4 turns.
-Base: Cause a target to begin regenerating [SYN]/2 HP for 3 turns, paying [Level] HP.
-Level 2: Increase regeneration to 3[Syn]/4.
-Level 3: Increase regeneration to [SYN].
-Level 4: Increase duration by 1. This ability can no longer gain levels that increase healing done.
 
Binda: Temporarily merges the life forces of three targets together, causing them to share a health pool for four turns. When this effect ends, each target is left with a percentage of their max health equal to that which the shared pool had.
-Base: Link two targets together for three turns, causing damage and healing affecting one to affect the other. Casting this spell again removes previous instances of it. Removing this buff removes it from all targets. Lasts 3 turns, or until recast.
-Level 2: Up to three targets.
-Level 3: Duration increased to 4.
 
Skraedna: Heidrun channels a large burst of positive energy, paying 20% of her maximum health and healing all allies within 5 initative of a chosen target for 1d4+SYN HP.
-Base: Pay 20% MHP, and heal all allies (except the caster) for 1d4+[SYN]/2. 2 turn cooldown.
-Level 2: SYN scaling to 3[SYN]/4.
-Level 3: SYN scaling to [SYN]. This action can no longer recieve extra healing based on SYN.
 
Inverted Actions:
 
Saera: Heidrun impales a target to drain their lifeforce, dealing 5d6+SYN damage and healing her by 2[Level]. (Cannot heal for more damage than it deals.)
 
Bloda: Heidrun lacerates a target, sapping their energy over time. Inflicts a debuff that deals [SYN] damage for 4 turns, and heals Heidrun for [Level]/4 each turn it is active.
 
Binda: Unchanged
 
Beina Fyri: Heidrun ravages an area, dealing 1d4+SYN damage to targets within 5 initiative of a chosen one, and heals herself for 20% of the damage dealt. 2 turn cooldown.
 
Equipment:
Reinsa (Trick): A minor energy manipulation spell that displaces energy around a target. Remove a (de)buff from the target.
-Base: 50% chance to remove a debuff from a target.
-Level 2: 100% chance.
-Level 3: Can target buffs as well.
 
Warding Vestments: A set of robes that absorb, and then slowly release hostile magic. Negate a debuff targeting Heidrun.
-Base: Negate the first debuff targeting Heidrun this encounter.
-Level 2: 5 round cooldown.
-Level 3: 4 round cooldown.
-Level 4: 3 round cooldown.
 

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Friedhold sighed and shook his head, then rubbed his hands together as one might to warm up.  As he pulls his hands apart green motes of light fly and two concentrated bolts strike Kyle's chest and Scrapper's leg.

"If that is all you want to tell me I will be taking my leave."

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"You should back off and find cover!" Navin replied to Heidrun even at the same time as he began to move again, backing off just a little and seeing where everything was, "We are going to be just fine for now, just worry about your own safety!" Navin uncurled one of his fists, changing it into a knife-hand and then sprung at the other medium meathook. If he did well enough here, perhaps he could blow the thing into pieces and leave only the central monster and the smallest hooks still around to fight. Once he'd done that, he figured that he could probably focus in on it fairly well, but he didn't want these large things interfering. Power flowered in a line from his arm to the tip of his fingers and back -- and then he concentreated it in his finger tips, bursting all of that energy into a couple of concentrated points as he slammed his hand into the hook.

 

Navin uses Piercing Strike on Medium Meathook 2, doing 4d6+STR (10)+SYN (11) damage, and ignoring all damage resistance.

 

Active Cooldowns:

One-Two Punch (3 turns)

Piercing Strike (2 turns)

 

Spoiler

Level: 5
HP: 55
Init: 1d20+5

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

 

 

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

 

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


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

 

Actions:

 

One-Two Punch (Level 6): Navin flows his energy into his right arm for an explosion punch, then he twists and smoothly circulates it into his left arm, dealing an explosive punch with that arm too. It's a fairly intensive maneuver, though, given its speed. Navin does 4d6+STR+SYN damage, twice. 4 turn cooldown.

Level 2: Upgraded from 1d4+STR+SYN to 1d6+STR+SYN damage.

Level 3: Upgraded from 1d6+STR+SYN to 2d6+STR+SYN damage.

Level 4: Cooldown decreased from 5 to 4 turns.

Level 5: Upgraded from 2d6+STR+SYN to 3d6+STR+SYN damage.

Level 6: Upgraded from 3d6+STR+SYN to 4d6+STR+SYN damage.


Piercing Strike (Level 6): A skill honed during the war against the heavily armored Kemenel in which Navin gained his fame, Navin channels an explosion through straight fingers, focused extremely effectively. Deals 4d6+STR+SYN damage and bypasses damage resistance. 2 turn cooldown.

Level 2: Upgraded from 1d4+STR+SYN to 1d6+STR+SYN damage.

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

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

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

Level 5: Upgraded from 4d6+STR+SYN to 5d6+STR+SYN damage.


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

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

 

Concussive Slap (Level 3): Navin applies a slap to his target... it's just that this slap is prefaced with a concussive explosion, widely dispersed with his outstretched palm, before it hits, staggering the enemy. Navin deals 2d6+STR+SYN damage, and reduces their INIT by his SYN. 1 turn cooldown.

Level 2: Damage increased from 1d4+STR+SYN damage to 1d6+STR+SYN damage.

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

 

Detonating Throw (Level 2): Navin goes for an opponent who has just made an attack, takes advantage of their momentum, and bodily throws them. With an explosion. The explosion in particular hurts what they used for the attack. 1d6+SYN+STR damage, gives the target 1 turn of cooldown on their last-used move. 1 turn of cooldown.

Level 2: Increased from 1d4+STR+SYN damage to 1d6+STR+SYN damage.

 

Items:

 

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

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

 

Potion of Health x2: Potions full of, uh, red healy stuff. Seems... reliable...? Can be quaffed to instantly regain 25% health.

 

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Navin, Venus, Solomon, Heidrun

After rearing back a little to prepare himself, the superhero lunged forward with his knife hand, hoping to finish the last remaining medium hook with one powerful blow! Dealing 32 damage, the explosion leaving a noticeable dent in the solid all American steel, sending it flying back in a shower of rusty flecks, leaving it wounded, but still in the fight. (Heidrun might want to get checked for Tetanus later)

 

The miniature meathooks soar throughout the air once more, their sharp points seeking out their marks with relative ease in the crowded battlefield.

 

Miniature meathook 1 and 2 winked at each other as they soared through the air, and sunk their points into Navin's armor, dealing a grand total of 20 slashing damage to the pool.

 

Miniature meathook 3 and 4 went for an entirely different target, Heidrun's fear and rapid movements causing them to seek her out, and land hook first to deal 19 damage to the pool.

 

Venus hucks a bomb at the giant hooker, causing it to latch onto the dangling corpse, who seems nonplussed by this recent development.

 

Leaping behind a conveniently placed crate, Heidrun could only stare in slight shock as it is suddenly thrown towards the corpse, pulled by an unwieldy metal hook that manifested tip first inside of it.

 

Medium Meathook 2 drops back down from the darkness, and wraps its long and sturdy cabling around Navin's body! (21 v 16), holding onto him very tightly as he feels his strength...faltering a little, as it metaphorically sinks its teeth in to suck him dry, and literally starts trying to crush him like a grape. (Free action Strength save each round to break out, -30% damage dealt until he does)

 

Giant Hooker 1 sends out a pulse of dark magic down Medium Meathook 2's length, causing Navin a cold chill to run down his spine as his connection to the two mages waxes and wanes. Heidrun's magic ripped from the hero and forcably shoved into Mini Meathook 1. (Binda Syphoned over to Mini Meathook 1)

 

Hoping to take the bite off of the Giant hooker's attacks, Solomon gets the genius galaxy brain idea to pelt more curses at the giant sapient wad of dark magic and hatred of all living things, surprisingly enough this works, and he consults his bound book of curses to think of more ways to insult and belittle the beast...while also trying to avoid getting his own feelings hurt too much.
(Solomon uses Running Mockumentary on the Giant Hooker, reducing it's damage by the difference between his intelligence stat +3 and theirs, also spending two tokens to halve the beast's effective Intelligence for this, and using his bound book of curses to double it's effect in exchange for inflicting the normal debuff on himself.)

 

The Giant Hooker turns towards Miniature Meathook 2 and lets out a low growl, causing it to glow with an eery light...

 

Status

Spoiler

 

Allies
Solomon: Binda, Fine (139/185 HP), -3 damage dealt, 7 Story Tokens
Navin:  39/55 HP, Bound (-30% damage dealt until he succeeds on a Strength save)
Heidrun: Binda, Fine (139/185 HP)
Venus: HP 58/65, Fine


Slaughterhouse 7 6:
Giant Hooker: Fine, Lotus Armed, -20 damage dealt for the next two rounds
Mini Meathook 1: Binda, Wounded (139/185 HP)
Mini Meathook 2: Fine, Glowing
Mini Meathook 3: Fine
Mini Meathook 4: Heavily Wounded, Marked (Venus deals Level Bonus damage and bypasses damage reduction with next attack)
Medium Meathook 1: Evaporar
Medium Meathook 2: Heavily Wounded

Initiative

Spoiler

6 Navin
6 Mini Meathook 1
6 Mini Meathook 2
6 Mini Meathook 3
6 Mini Meathook 4
5 Venus
3 Medium Meathook 1
3 Heidrun
3 Medium Meathook 2
3 Giant Hooker (1st Action)
1 Solomon
1 Giant Hooker (2nd action)

Solomon's Loadout

Spoiler

 

Level: 5

HP: 70/70

Init: +1

Stats:

Constitution: 8

Dexterity: 1

Intelligence: 12

Strength: 6

Synergy: 8

 

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


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

Level 2: Solomon can now distribute a total of 8 'Slalom' stacks to up to four targets. (I honestly have no idea how to increase this or otherwise improve the action)
(4 AP)


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


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

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

Level 3: Increases the dice  usedfor the token backed effect and regular damage to d8s
Current formula: 1d8+Int+Syn/2 (+1d8 for each stack and instance of debuff removed from the target if two tokens are used)
(4 AP)


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

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


Inventory:
Ring of Resistance: A seemingly simple moonsilver band that responds to incoming magic by redirecting it to the ring itself. The user may activate this ring to become immune to direct magical attacks for 1 round. 5 round cooldown. Sufficiently powerful attacks may be enough to overwhelm this immunity.

 

The Bound Book of Solomon's Curses:
The book can be activated twice per encounter to double the effect of a debuffing action, in exchange for applying the normal-strength debuff to the user.

It also has a small chance to occasionally cast harmless nuisance spells on the user if it feels bored.

 


Liliya, Alexandria

On 4/9/2020 at 6:34 PM, Strider said:

"Not implying anything, but it will be just us where we're going, right?" Either way, if they were heading to that warehouse, Liliya believed she would be the primary liability. Alexandria wouldn't have been able to sneakily infiltrate whether they went in now or later.  For now though, they'd just have to adapt to the circumstances at hand.

Continuing his march towards the warehouse, Junior didn't even turn to glance in Liliya's direction when he said, "Of course, while I am not the only one you will need to convince, I can assure you that this meeting will be a private one...unless you try anything."

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"Completely fair!" For now, Liliya would simply give the building a look over, to see if there were any obvious exits besides the main on, and that sort of thing. Anything to prepare for the likely ambush.

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