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"No, that's not yours!" Heidrun tried not to think about the echoes of sensation coming from the unnatural creature as she cast another spell to remove her enchantment from the thing. "Navin, are you okay?" 

 

Reinsa on Mini Meathook 1, removing Binda.

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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Alexandria shrugs and keeps walking.  Either diplomacy succeeds, and there's no need to worry, or it fails... and in that case, well, it's not like they can keep her from leaving.

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On 4/9/2020 at 7:29 PM, StormLord said:

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."

"My boys have already told you more than they should have," said Lesya, with that stern, and slightly disappointed voice that only a mother could use, while Scrapper raised an eyebrow at Friedhold, starting to lean against his previously bad leg a little. "Huh, you know, you have surprisingly kind powers for someone who's going to destroy the only home we have," the man noted, after noticing that Kyle was breathing a little easier now.

10 hours ago, DragonRage said:

Alexandria shrugs and keeps walking.  Either diplomacy succeeds, and there's no need to worry, or it fails... and in that case, well, it's not like they can keep her from leaving.

Leading you through the long maze of shipping containers blocking the way to the entrance, Junior suddenly darts to the left, walking under the shade of a very haphazardly placed shipping container, rapping his knuckles on the locked doors of another container instead of advancing. He waits there for a couple of moments, before the door swings itself open, revealing a small and not very well lit room beyond, with a faux wooden table, and just enough seating for three people, or in this case, two, as the metal would presumably bend out of shape within moments if a certain someone tried to take a seat.

The cyborg gestures for the two of you to enter just as the room fills up with a slightly annoying droning sound that quickly fades into the background, presumably a white noise machine turning itself on, judging by how Alexandria could still hear it, until she chose not to of course.

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Venus (58/65)

 

Venus casts Curtain against Mini Meathook 2, dealing [2d4 + INT + INT/4 x 2 (Total 4)] x 30% damage (with 30% crit chance for double damage) to it. Mini Meathook 2's attacks have a DEX (5) + SYN/2 (3) + INT/2 (5) = 13% chance of missing Venus for two turns. 

 

 

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.

 



Curtain (Active)(3 AP)

Venus fires a smoke bomb at a target enemy, dealing 2d4 + INT damage and causing its attacks to have DEX chance of missing Venus for two turns. 3 turn cooldown. 

Level 2: Curtain’s miss debuff chance is increased to DEX + SYN/2. 

Level 3: Curtain’s miss debuff chance is increased to DEX + SYN/2 + INT/2.

 

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 (2 turns remaining)
Level 2: Petal Hail gains the additional debuff of causing Venus’ next attack against a marked target to ignore any damage-reducing effects. 

 

 



Whisper (4 tokens)

A signaturely made weapon in Venus’ name designed to inflict superior damage. Has since been combined with the jewel he had kept since, a new, fresh design for the artist.

 

Base: Deals 1d4 + INT  damage. 

Level 2: Deals 2d4 +INT  damage.

Level 3: Deals 3d4 +INT  damage. 

Level 4: Deals 4d4 + INT damage. 

Level 5: Adds a 5% critical strike chance.

Level 6: Adds an additional 5% critical strike chance.

 

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Friedhold shrugs.

"Do not believe I will try to implicate you."

He reached down, grabbing the hand of the Little Sister before turning away.

"Thank you for the fire."

Freidhold walked on, back down the street away from the tower, looking for a long way around to the other side.

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"Fancier shipping container than I'm used to. You think this'll do? I'm not the best on the techie stuff." Liliya murmured to Alexandria. Meanwhile, Liliya would have her foresight operating as constantly as possible. Glimpsing into the likely future every few seconds, ready to react, not instantly, but a few seconds before instantly to any sign of an attack.

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Alexandria very slowly and awkwardly ducks under the low-hanging beam and follows the cyborg into the building, standing behind the unoccupied chair.  "A counterintelligence device.  Prudent."

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On 4/19/2020 at 10:34 PM, DragonRage said:

Alexandria very slowly and awkwardly ducks under the low-hanging beam and follows the cyborg into the building, standing behind the unoccupied chair.  "A counterintelligence device.  Prudent."

"It is adequate, a bit of static for your handlers to cut through if they intend to pry on our conversation, a difficult task, but not an impossible one," he said, while taking a seat near the back of the container, seemingly as another gesture of his trust, if either of you wanted to walk away, the door would be right behind you, not like that's something that matters much when you have Alexandria with you though. Fancy as the shipping container is, she's pretty sure that she could just reach out and snap its metal walls like a twig, a dry twig, green ones can be surprisingly tough.

 

On 4/19/2020 at 8:53 PM, Strider said:

"Fancier shipping container than I'm used to. You think this'll do? I'm not the best on the techie stuff." Liliya murmured to Alexandria. Meanwhile, Liliya would have her foresight operating as constantly as possible. Glimpsing into the likely future every few seconds, ready to react, not instantly, but a few seconds before instantly to any sign of an attack.

Having watched the man's movements and actions for a while, Liliya gets the feeling that he's been purposefully slowing himself down, which explains why he made a show of slowly resting his 'immense weight' down on the chair earlier. She doesn't see him doing anything particularly threatening in the near future yet though."So! What blatant lies have your American handlers told you about our cause?," the cyborg asked with an almost jovial tone, as he leaned back against his chair.

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"Not a lot.  I don't believe they have a lot," Alexandria shares, "Only that they think you have connections to a now defunct German group called Anarchy 2039, that they think you intend to use the bioweapon in a terror strike on West Berlin, and that you have an immensely tacky hacker calling himself 'B4N0ND0RF', who isn't nearly as subtle, sneaky, or clever as he thinks he is, since he's been made several times over.  And I mean really, who voluntarily calls themselves that?"

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Navin rubbed his wrists under the chains for a moment, and then made a... frankly somewhat cursory attempt to break out. "I am fine -- do not worry about me, this is not a point where I am currently worrying about myself." Of course, with the way that Navin was... it took seriously terrifying levels of injury for him to actually stop and worry about his condition. But still, at that moment, he was not in particular trouble. Whether his attempt at breaking free succeeded or failed, Navin would take the same action: taking a deep breath, he would step forward towards the hook binding him, and concentrating the flow of power in his circulation around his palms, he would shove his hands upwards, grab the chain of the offending hook with one hand, and with the other he sent an explosive slap at the metal links, hoping to break them to pieces.

 

Navin uses Concussive Slap on the remaining Medium Meathook, dealing 2d6+STR (10)+SYN (11) damage and reducing the Medium Meathook's Init by his SYN (11) if it survives!

 

Active Cooldowns:

One-Two Punch (2 turns)

Piercing Strike (1 turns)

Detonating Throw (1 turn)

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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On 4/14/2020 at 12:19 AM, StormLord said:

Friedhold shrugs.

"Do not believe I will try to implicate you."

He reached down, grabbing the hand of the Little Sister before turning away.

"Thank you for the fire."

Freidhold walked on, back down the street away from the tower, looking for a long way around to the other side.

"You won't have to," Lesya sighed out as Friedhold started to walk away, her two sons glancing at each other before Scrapper said, "And thank you for the leg," neither of them really wanting to wish you luck even after all you've done for them, not like you'd need something as fickle and ethereal as 'luck' on your side. Kyle does try to hand the little sister his coat though, it's about as clean as you'd expect, but it's a cold and rainy night, and the little sister at least looks like a young girl.

 

Walking around to the other side of the tower didn't take all that long, the hard part was actually getting to the cell tower, he could see why the corp wanted to get the squatters out now, having a sprawling and loosely organized tent city around your property tended to lower it's value, even if they left a straight path to the gate. He gets the feeling that trying to get past it would draw a lot of questions though, mostly from 'well intentioned' types like Lesya, but then again, if he can cut a hole quickly enough, they probably won't try to follow him in. 

Past the gate though, there's just a paved road, two squat red painted boxy buildings placed right next to each other, and the very tall metal tower that gives the surrounding area their matrix access. You assume that the building with windows and a door at the back is where the controls are, at least, the ones that don't require you to climb that thing, you're not sure what the other building is, the side you can see from this distance is just a wall.

It doesn't seem like anyone is actively patrolling the grounds right now from what you can see, and well, while there were probably cameras on the buildings, and the lamp posts lighting the path ahead, it's kind of hard to get a detailed read on what security measures you'd actually be facing, when all you have to go on is what you can see from a couple hundred meters away, and what a bunch of hoboes were willing to tell you.

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Friedhold finds a nice shady looking alley or other area away from sight and activates his Houdini plasmid to become invisible.  Then carefully makes his way towards a secluded section of fence and uses tiny bursts of Disintegration to cut a big enough hole in it to move through.

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"Go on then, tell us how these are lies, and we're being mislead? Sounds like you have some revolutionary cause. But is it a good one, that's the question, right? I'm curious." What Alexandria had stated was about all she'd gathered from the documents, save for some of the info that she'd rather keep closer to the chest. The few details on the upcoming attack, where the info came from, and the defenses of the warehouse that were known and unknown. All better stuff to keep under wraps for now.

 

"Also what's issue with the rigger's name?"

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Navin, Heidrun, Venus

(12 v 19) the iron bound hero struggles with all his might to try and escape the medium meathook's grip! Struggling in vain it seemed as the chains kept him in their cold and clammy grip. Not that this stopped him from giving it one hell of a slap, sending it recoiling back for 20 points of damage, scraping of a lot of the rust on the metal, and causing some cracks to form on its surface, but unfortunately not shattering it.

 

An odd tinge of pain and hatred makes it's way through Heidrun and Solomon's mind, as the mini meathook they were bound to soars through the air, and slashes away at Venus, dealing 10 piercing damage to the maestro.

 

Another mini meathook sinks its hook into Solomon's right shoulder, cutting a nasty, and hopefully not tetanus infected gouge across it, and dealing 15 piercing damage to the Binda pool.

 

Mini meathook 3 meanwhile, decides to help its far larger bretheren out by slashing away at Navin's armor once more, dealing only 7 damage this time, but it's all starting to add up...

 

Mini meathook 4 settles on slashing away at Venus as well, dealing an uncomfortable amount of damage. 12.

 

Blasting a smoke bomb at Mini Meathook 2, the puff of smoke deals a grand total of 27 damage to the spirit, a powerful blow, but not enough to knock it out of the park yet.


Heidrun wrests control of her spell from Mini Meathook 1 easily enough, thankfully quieting it once more, and dealing a bit of damage with the backlash.

 

Medium Meathook 2 tightens its grasp on the hero, dealing 23 damage with it's crushing grip!.

 

The Giant hooker writhes and twitches on it's chain, before it breathes out a noxious gas at Navin's direction, suffusing them with a not entirely impotent rage as they writhe in the medium meathook's chains, one that corpse is trying to direct towards itself. (Navin deals 50% less damage if their next attack is against any target other than the Giant Hooker.)

 

His focus turning towards you know, giving Navin a happy ending for his chain massage instead of a messy one, Solomon rapidly fires some very hefty iron tomes at the chains binding the hero, dealing a grand total of 20 damage! And shattering Medium Meathook 2 into pieces...

 

The Giant Hooker prepares to block an incoming attack. (Basic Block)


Status

Spoiler

 

Allies
Solomon: Binda, Fine (129/145 HP), -3 damage dealt, 7 Story Tokens
Navin:  9/55 HP, Rage (50% less damage on next attack if it is made against any target other than the giant hooker)
Heidrun: Binda, Fine (129/145 HP)
Venus: HP 36/65, Fine


Slaughterhouse 6:
Giant Hooker: Fine, Lotus Armed, -20 damage dealt for the next Round
Mini Meathook 1: Wounded (12 damage dealt)
Mini Meathook 2: Heavily Wounded, 13% chance to miss Venus for the next two rounds
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: Stick a Fork in it.

 

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.

 

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On 4/22/2020 at 1:02 AM, DragonRage said:

"Not a lot.  I don't believe they have a lot," Alexandria shares, "Only that they think you have connections to a now defunct German group called Anarchy 2039, that they think you intend to use the bioweapon in a terror strike on West Berlin, and that you have an immensely tacky hacker calling himself 'B4N0ND0RF', who isn't nearly as subtle, sneaky, or clever as he thinks he is, since he's been made several times over.  And I mean really, who voluntarily calls themselves that?"

 

3 hours ago, Strider said:

"Go on then, tell us how these are lies, and we're being mislead? Sounds like you have some revolutionary cause. But is it a good one, that's the question, right? I'm curious." What Alexandria had stated was about all she'd gathered from the documents, save for some of the info that she'd rather keep closer to the chest. The few details on the upcoming attack, where the info came from, and the defenses of the warehouse that were known and unknown. All better stuff to keep under wraps for now.

 

"Also what's issue with the rigger's name?"

Junior seemed genuinely offended after hearing Alexandria's words, a bit of anger affecting his tone as he rapidly said, "An attack on West Berlin? When the Americans would have sold us a better bomb if we asked?, no," the table suffers a bit of abuse after he says this, his hand coming down with a hard thunk, "We are not terrorists like the NIJ or your PETA."

 

He lets out a sigh as he slowly slides his hand off the table, leaving a very visible imprint of his knuckles behind, "And as bad as your American media made our flux state seem, it was a lot better than...this, we had nothing, but we were free, you Americans have nothing."

 

He leaned back on his seat once more, and calmed himself down with a swig of something foul in a flask, "I don't know why the pig man calls himself Banondorf," he said, in a way that made it kind of obvious why.

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“I did not think they were particularly well informed, as I said,” Alexandria considers pointing out that she is in no way American, but decides not to bother. If Junior wants to make that assumption, she’ll let him to help their cover. “So.  If the bioweapon wasn’t stolen for use in a terrorist action, what did you intend to use it for?”

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Binda on Heidrun, Navin, Venus

 

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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Venus (36/65)

 

All was set. The largest of the hookers itself seemed to prepare for the inevitable that was to come -- a minor setback, but it was only natural to resist. There were the faint of heart all over, and this next strike would be one to invigorate them. 

 

Venus casts an amplified Artful Flourish against the Giant Hooker, dealing [4d4 + INT (10) + INT/4 x 3(Total 6) + INT (10) +5 + DEX/4 (1) . Total: 4d4 + 32) x 30% damage  to it with a guaranteed chance for a critical strike. This attack will trigger the Lotus armed on it, adding a further 50% bonus damage of the final attack's damage (mulitplicatively) toward the Hooker, and dealing 50% of its total damage to all surrounding enemies, rounded down. 

 



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:

 

 



Artful Flourish (Active) (6 AP)

Venus fires a shot that inflicts his weapon damage (4d4 + INT). If Artful Flourish is used as his fourth consecutive ability, Artful Flourish will always critically strike and deal level bonus damage. 

Level 2: Artful Flourish’s increased damage is increased to level + INT/4.

Level 3: Artful Flourish’s increased damage is increased to level + INT/3.

Level 4: Artful Flourish’s increased damage is increased to level + INT/2.

Level 5: Artful Flourish’s increased damage is increased to level + INT.

Level 6: Artful Flourish’s increased damage is increased to level + INT + DEX/4.


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.

 

Curtain (Active)(3 AP)

Venus fires a smoke bomb at a target enemy, dealing 2d4 + INT damage and causing its attacks to have DEX chance of missing Venus for two turns. 3 turn cooldown. 
Level 2: Curtain’s miss debuff chance is increased to DEX + SYN/2. 
Level 3: Curtain’s miss debuff chance is increased to DEX + SYN/2 + INT/2.

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 (2 turns remaining)
Level 2: Petal Hail gains the additional debuff of causing Venus’ next attack against a marked target to ignore any damage-reducing effects. 

Whisper (4 tokens)

A signaturely made weapon in Venus’ name designed to inflict superior damage. Has since been combined with the jewel he had kept since, a new, fresh design for the artist.


Base: Deals 1d4 + INT  damage. 
Level 2: Deals 2d4 +INT  damage.
Level 3: Deals 3d4 +INT  damage. 
Level 4: Deals 4d4 + INT damage. 
Level 5: Adds a 5% critical strike chance.
Level 6: Adds an additional 5% critical strike chance.

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Navin made something of a strangled hissing noise as he struggled against the many impediments that the spirit had hit him with -- struggling physically against chains but not seeming to break out, and suffused with rage that took every single ounce of his willpower to not act upon. Even when the chains broke, the mental effect still raged, suffusing his being and turning his world into a cloud of red. Slowly, he reached for one of the potions hanging at his hip, his arm trembling with every inch of movement, and closed his fingers around it. He managed to pull out the cork, nearly shredding it with the shaking of his hands but managing to calm them, and then drank the potion. He managed not to spill it, either -- for all of his ineffectiveness at fighting what he deemed to be simply be destined to happen to him sometimes, losing his control from raw rage was something that he seemed to think was too far.

 

But it was hard.

 

God, it was so hard.

 

Navin uses a Health Potion, healing himself for 25% of his max HP!

 

Active Cooldowns:

One-Two Punch (1 turns)

Piercing Strike (0 turn)

Detonating Throw (0 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 x1: Potions full of, uh, red healy stuff. Seems... reliable...? Can be quaffed to instantly regain 25% health.

 

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"It seems rather unlikely that it would be for peaceful purposes. The options are either as a threat to innocent life, or as a terror attack affecting innocent lives. Since, no offense, it is a bioweapon and I don't know how good you can control it's spread." Liliya also does refrain from mentioning that she isn't American. Was it the whole multiverse thing disguising her accent? Or had she really managed to cover it so well? It'd still been recognizable last she checked.

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On 4/23/2020 at 11:42 PM, DragonRage said:

“I did not think they were particularly well informed, as I said,” Alexandria considers pointing out that she is in no way American, but decides not to bother. If Junior wants to make that assumption, she’ll let him to help their cover. “So.  If the bioweapon wasn’t stolen for use in a terrorist action, what did you intend to use it for?”

"In truth Alexandria, the revolution isn't doing so well, the corporate dogs are growing restless once more, and we fear that once that crisis in Boston blows over, the corporate courts will simply march hand in hand with the Allied German scum once more to end our glorious Flux State once and for all," Junior said with a weary tone, his hands fumbling a little with his jacket to put the flask back where it belonged. "I believe they will say that they brought peace and justice to the people of Berlin once it is over, as a nice little joke to tell at our eulogy."

He sighs, briefly remembering why he went to the bar in the first place, "Our revolution needs allies if we are to survive until the end of the year, and I have found one who has promised to back us in exchange for dealing with the occasional thorn in their side, and the bioweapon just so happens to be the right tool for extracting this particular thorn." He takes a deep breath, his impassive face twitching a little before he asks, "Tell me, did your handlers ever say what the bioweapon was used for?."

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"Perhaps, perhaps not. I know you're not gonna give an answer as to who these allies are, but well. . . do they really seem trustworthy?" An ally seeking a deadly bioweapon, backing a small revolution. That was always suspicious, even without trespassers possibly involved.

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Navin, Venus, and Heidrun

Holding back his almost all consuming hatred at the existence of giant hookers in this dark and depraved world, Navin takes a moment to drink his Cherry flavored bottle of red potion, filling him with the renewed strength and vigor that he'd need to tear that hooker's ass up!. Navin is healed for 14 points of health.

 

Mini Meathooks 1 to 4 seek out their targets, slashing away at the entire party it seems! Dealing 6, 8, 7, and 11 slashing damage to Navin, Venus, Solomon, and Heidrun!.

 

Brandishing his weapon once more, Venus flourishes his gun at the large corpse spirit, and opens fire, his well placed shot detonating the explosive he had mounted on the beast earlier, causing it to burst open in a purple shower of surprisingly painful petals, dealing 105 points of damage to the beast, and shattering the remaining hooks with 52 points of damage each!.

 

Life sharing contract ended with Solomon, Venus and Navin are my new meatshields now. Heidrun applies Binda on herself, Venus, and Navin.

 

The Giant Hooker suffuses itself with the pain and hatred of uncountable innocents, glowing red from the exertion.

 

As if his actions were guided by a lazy writer wishing to end a not particularly thrilling combat scene before it overstays it's welcome, Solomon targets the Giant Hooker with a token backed Violent Recompense, hoping that the rest of the party will focus fire on the shiny pinata.

 

The Giant hooker retches for a bit, causing black bile to run down its mouth as its milky eyes settle on Navin, as he suddenly feels that it might be a great idea to cut and run now, unless he really wants to get hurt. (Stun or take boosted damage)

 

Status

Spoiler

 

Allies
Solomon: 53 HP, Fine, 6 Story Tokens
Navin: Binda, (110/195 HP), Rage (50% less damage on next attack if it is made against any target other than the giant hooker)
Heidrun: Binda, Fine, (110/195 HP)
Venus: Binda, Fine, (110/195 HP)


Slaughterhouse 6:
Giant Hooker: Heavily Wounded, Glowing, 8 Slalom Stacks, Narrative Causality (Recompense)
Mini Meathook 1: Has discovered how to transform into a fine Mist form
Mini Meathook 2: Got a substantial investment in the fertilizer industry
Mini Meathook 3: Looking up at all of you now
Mini Meathook 4: Is resting
Medium Meathook 1: Evaporar
Medium Meathook 2: Stick a Fork in it.

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: 53/70

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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"A-Are we winning? What's it doing now?" Heidrun continued to skirt the edges of the area, trying to stay somewhere the unnatural creature wouldn't see her. She could feel the wounds that Venus took, and despite her fear stopped to hold out one hand. A misty green ball formed in it before launching itself into the floor, where it exploded into streams of more faint energy that infused her allies.

Skraedna centered on Venus, healing all allies within 5 init (i.e. everyone) for 1d4+9!  She pays 15 Energy to do this in lieu of the health cost.

Energy: 22/37



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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Venus

 

Magnificent.

 

Those were the only words that popped into Venus' mind as the hooks around him bloomed and scattered amidst his flurry of petals; no more needed to be said as nearly all adversaries were down except the largest puppet. That said, the show was not over yet: despite the approaching climax; even so, Venus had exhausted his current reserve of tools despite the thrilling work he'd created, and he needed to prepare swiftly before the finale approached. 

 

Venus is unable to take any other actions this turn due to Preparation.

 

 

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:

 

 



Artful Flourish (Active) (6 AP)

Venus fires a shot that inflicts his weapon damage (4d4 + INT). If Artful Flourish is used as his fourth consecutive ability, Artful Flourish will always critically strike and deal level bonus damage. 

Level 2: Artful Flourish’s increased damage is increased to level + INT/4.

Level 3: Artful Flourish’s increased damage is increased to level + INT/3.

Level 4: Artful Flourish’s increased damage is increased to level + INT/2.

Level 5: Artful Flourish’s increased damage is increased to level + INT.

Level 6: Artful Flourish’s increased damage is increased to level + INT + DEX/4.


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.

 

Curtain (Active)(3 AP)

Venus fires a smoke bomb at a target enemy, dealing 2d4 + INT damage and causing its attacks to have DEX chance of missing Venus for two turns. 3 turn cooldown. 
Level 2: Curtain’s miss debuff chance is increased to DEX + SYN/2. 
Level 3: Curtain’s miss debuff chance is increased to DEX + SYN/2 + INT/2.

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 (2 turns remaining)
Level 2: Petal Hail gains the additional debuff of causing Venus’ next attack against a marked target to ignore any damage-reducing effects. 

Whisper (4 tokens)

A signaturely made weapon in Venus’ name designed to inflict superior damage. Has since been combined with the jewel he had kept since, a new, fresh design for the artist.


Base: Deals 1d4 + INT  damage. 
Level 2: Deals 2d4 +INT  damage.
Level 3: Deals 3d4 +INT  damage. 
Level 4: Deals 4d4 + INT damage. 
Level 5: Adds a 5% critical strike chance.
Level 6: Adds an additional 5% critical strike chance.

 

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