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Trespassers V2: Tales of the Masks [IC]


DragonRage

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Third Form: Sky-Splitting Flash on Travis, Halhi, and Nuparu, spending 1 Yin to increase intercepted attacks to 3.

 

Yin: 7->6

Yang: 0->2

Breath: 8/14

 

Perks:
Total Concentration Breathing: The bread and butter of a Demon Slayer. This technique allows one to harness the strength of one's breath and fight on par with demons. Allows Tsubasa to use their Constitution as an attacking stat in place of Dexterity, Strength, or Synergy.
 
Yin & Yang (Level 2): Tsubasa's fighting style emphasizes moving with the flow of battle, attack moving into defense and defense into attack when the time is right. They have a Yin and Yang meter, that start at zero and progressively fill. Every attack increases Yin by one, and every supportive action increases Yang by one. Yang also increases on turns an attack was received. These can be used to perform more powerful techniques. Whenever they are spent, the opposite gauge increases by the same amount. Each gauge is capped at 8 points. Resets to 0 after each battle.
 
Action & Reaction: When Tsubasa is attacked, they gain a stack of "Reaction." If two or more stacks of Reaction are present, Tsubasa expends all stacks to take an extra action on their next turn.
 
Flaw: Breathless: Tsubasa has not mastered the art of using Total Concentration Breathing full-time, and thus suffers the ill effects of stopping the technique. They have an additional "Breath" gauge that starts equal to their CON. Whenever Tsubasa uses an ability with a cooldown or gauge requirement, they lose half of that requirement (rounded down, but minimum 1) from this gauge. They lose the ability to act when this gauge is empty. Debuff cleanses restore Breath equal to the number of debuffs they would normally remove. Resets to 0 after each battle.
 
Level: 5
HP: 90
Initiative: 11
 
Base Stats:

 

  • Strength: 3
  • Dexterity: 11
  • Intelligence: 2
  • Constitution: 12+2
  • Synergy: 2

Actions: 18/18
 
First Form: Bolt from Blue Skies: A sword technique that emulates a sudden flash of lightning from a previously calm sky. Deals double damage, plus additional [DEX] damage, to a single target. Not usable if user has already attacked this encounter.
-Level 1: Double weapon damage. Only usable if user has not attacked yet.
-Level 2: Adds user DEX to the damage. If the attack is a DEX attack, add CON instead.
 
Second Form: Eye of the Storm: A breath technique that finds calm in chaos. Increases damage resistance by the user's Yin gauge for the remainder of the battle. Can be used again to double the resistance for a turn. Calculated off of user's Yin when they take damage, not when they use the move.
-Level 1: When activated, increases the user's damage resistance by their Yin gauge for 3 turns. If the gauge increases, so does the resistance.
-Level 2: Now permanent after use, but does not stack with itself.
-Level 3: Can be activated again to double the resistance for one turn.
 
Third Form: Sky-Splitting Flash: A technique that launches the user in a direction at high speed, allowing gaps to be closed quickly. Tsubasa uses this to interpose herself between allies and foes. Intercepts 2+[Yin spent] attacks on targeted allies, carries over between turns.
-Level 1: Intercepts the next attack on target ally. Can spend Yin to increase the number of attacks intercepted this turn.
-Level 2: Intercepts carry over between turns.
-Level 3: Intercepts can now target multiple allies.
-Level 4: Intercepts an additional attack.
 
Fifth Form: Chain Lightning: Channels a destructive flow of energy, jumping from victim to victim along the path of least resistance. Costs 5 Yang. Attacks 3 times, targeting the nearest enemy in initiative to the original target for followups. Can hit the same enemy twice.
-Level 1: Attacks an enemy for [weapon] damage, then attacks the enemy nearest them for the same until 3 attacks have been performed.
-Level 2: Can retarget the same enemy once, if there are no other valid targets.
 
Sixth Form: Sweeping Current Surge: A strenuous, rapid stream of slashes that baffle, buffet, and cripple, striking multiple enemies at once. Costs 5 Yin. Deals [CON] damage to an enemy and each one above and below it in initiative, then reduces their damage by the same amount for 2 turns.
-Level 1: Select a target. To it and each enemy above and below it in initiative, deal [CON] damage. The victims have their damage reduced by the damage they take from this for 2 turns.
 

Equipment & Tricks:

Nichirin Sword: One of the few instruments capable of slaying a demon for good. Infused with sunlight, these weapons are infallible if wielded properly - but beware the incautious strike. They change colors based on the wielder. Tsubasa's blade takes on a vibrant blue scheme with a tendency to catch and reflect the light. Weight 3. Deals 4d6+DEX damage
-Level 1: Deals 1d6+DEX damage.
-Level 2: If an enemy takes extra damage from light or sun based attacks, they take extra damage from this weapon.
-Level 3: Enemies killed with this weapon cannot be revived. This effect may partially fail (based on GM discretion) on stronger enemies.
-Level 4: 2d6 damage.
-Level 5: 3d6 damage.
-Level 6: 4d6 damage.

Toa Heartlight (Untyped): Grants +2 damage reduction and +2 to Constitution.  Cannot be unequipped at this time.  Deals 5% of your MHP in nonlethal pure damage to you each round until you pass out.  Self-damage can be negated if you wear a Kanohi Mask of Power.

Kanohi Faxon: This mask has wide eye holes, and a swept-back helm. When worn, it color-coordinates with its wearer’s outfit.  It lets you emulate the abilities of animals that share the environment you are in. While wearing this mask, you can train tricks that let you do things you otherwise couldn’t if an animal you know of that shares the environment you are in could.  Of course, you still have to figure out how to do the trick.

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Edmond launched himself over to the tank, getting to work on repairing the armor plates. Given that it seemed to be taking the lions share of the attack, Edmond considered it a priority.

 

Quick Tune up on Travis healing 2d6+INT . Activate Gambit Perk to use Quick Tune up healing Travis again for 2d6+INT, sacrificing 17 HP, reduced by preemptory bracing to 12 HP). Heal back a total of 7 HP from Autoregeneration. 4 damage reduction against physical forms of damage, 8 damage reduction against bullets specifically. +2 more from heartlight, and +2 to INT. 

 

Spoiler

Level: 5

HP: 65

Init: Equal to your DEX(2) score

Constitution: --7
Dexterity:--2
Intelligence:
.--11+2
Strength:
--5
Synergy:
--5

Perks:

 

Gambit: By sacrificing 25% MHP, Edmond gains another action during his turn.

 

Preemptory Bracing: Through being prepared for pain and injury, Edmond is able to lessen it. Thus, recoil damage from himself or allied effects on him is reduced by 30+Level/2% (Rounded down as usual)

 

Autoregeneration: Through a combination of genetic factors and automatic injectors in his power armor suit, Edmond can regenerate somewhat from damage. Heal 10% MHP every round.

 

Slots (7/7)

Name: The Iron Will

A made-in-America modern miracle. This weapon of destruction flies over enemies, laying down suppressive firepower when combined with "The Long Arm of the Law". Basically a set of highly patriotic power armor. 4 damage reduction against physical forms of damage, 8 damage reduction against bullets specifically.

Weight: 5

Base (Loot): Grants physical damage reduction of 3 points, modular system: Provides +1 to rolls attempting to modify this system or integrate it with other electronic systems.

Level 2 (Loot): Physical damage Reduction increased by 1

Level 3 (Loot): Flight Systems Online: Grants fluff flight

Level 4 (Loot): Bulletproof: Damage reduction against bullets: 2*Physical Damage reduct

Level 5 (Loot): Acrobatics: The user gets +INT/2 at attempts to perform aerial tricks.

Level 6 (Craft): The suit can now record up to three enemies or six objects in high detail, allowing them to be studied remotely, granting items of "Combat Data"

 

The Long Arm of the Law: A weapon meant to be used by someone wielding the Iron will's frame, it looks like an unholy combination of a high caliber sniper rifle and a belt fed machinegun.

Weight: 5
Base (Loot): Deals 2d6+INT damage, and when used by someone not utilizing the Iron Will armor system, the weight is treated as 7.
Level 2: APDS Rounds: This weapon can be used with your choice of INT or DEX as its base stats.
Level 3: Familiarity : Bumps the dice formula up to 2d8+Stat
Level 4: Dead Aim: If the Iron Will suit is equipped, consider enemies dodge to be reduced by 10% when utilizing this weapon.

 

Equipment Acquired:  Toa Heartlight (Untyped) – The ancient mechanisms of the Toa Canister have transformed you into a creature of Bionicle!  But without a source of elemental power, only some of its features have been unlocked.  Grants +2 damage reduction and +2 to a stat chosen when equipped.  Cannot be unequipped at this time.  Deals 5% of your MHP in nonlethal pure damage to you each round until you pass out.  Self-damage can be negated if you wear a Kanohi Mask of Power.

 

Equipment Acquired:  Matoran Kanohi Mask – This artifact allows beings of Bionicle to properly control and contain their powers.  Without one, even the mightiest Toa can be humbled.  Some masks can also grant special powers, but these do not.  They are enough to keep you alive and healthy, though.  Can be knocked off by a critical hit, requiring a round to recover and put back on.

Quick tune-up: Edmond performs a series of repairs on a mechanical ally. Heal 2d6+INT HP on an ally who can be considered mechanical.

Level 1: Heal a mechanical ally by 1d6+INT.

Level 2: Heal the mechanical entity by 2d6+INT

Level 3: Edmond counts as mechanical for this skill, due to personal knowledge of his power armor.

 

Bird's Eye View: By calling out enemy attack patterns and apparent targets, Edmond may decrease incoming damage for two grounded allies by 20% for one turn. 1 turn cooldown.

Level 1: Decrease incoming damage for two grounded allies by 20% for one turn, 2 turn cooldown.

Level 2: 1 turn cooldown.

Level 3: Decrease incoming damage on two grounded allies by 30%.

 

Individual Air Support: Edmond chooses one ally, and makes note of incoming threats to them for one round. If an enemy would deal damage to the ally, even one cloaked or invisible, Edmond will first launch a burst of suppressive fire at them, dealing the base damage from a range weapon he is using, and stunning the enemy for one round. 5 turn cooldown.

Level 1: Choose an ally, if an enemy would target them, attack, deal basic damage, and stun. 5 turn cooldown.

Level 2: Advanced Sensor Array: Edmond will still be able to attack enemies who are cloaked, invisible, or speedy in such a way that would normally prevent them from being targetted while they make their move.

 

Strenuous G-force (free action): This action modifies other actions. Edmond may sacrifice an amount of HP, and move at a spot in the init equal to his original init plus or minus the amount of HP sacrificed. 1 turn cooldown.

Level 1: Sacrifice HP to move an amount around in the init equal to how much HP you sacrifice. 2 turn cooldown.

Level 2: 1 turn cooldown.

Level 3: No cooldown

 

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Hikari draws back slightly and checks her wounds. A only a few moderately deep scratches seem to be on her. She breathes deeply.

 

Hikari disappears into a puff of blood red particles as her Dispersal Slash activates and appears above and behind the Bazelgeuse, slicing downwards into it dealing 9d6 slicing damage to it. Her blood code allows for the hit to deal 30% more damage.

Level: 5
HP: 65
Init: 10

Stats:
Constitution: 7
Dexterity: 10+2
Intelligence: 3
Strength: 7
Synergy: 3

 

Perks:
Enhanced Reaction Time - Grants an additional action once every 3 turns
 Blood Dispersion - If hp reaches 0 Hikari can revive herself. This can happen once per battle. However, this immediately triggers bloodthirst and only restores 25% of her HP. It also places her at the bottom of the initiative list.
 Prometheus Blood Code - Increase damage dealt by 30%
 Bloodthirst - Gives 50% damage boost when activated. Must be activated by either taking damage 3 times or upon the activation of the Blood Dispersion Perk.
 
Flaw:
Bloodthirst - Activates upon the activation of the Bloodthirst Perk. Can only make attacking moves while this is active. Cannot be deactivated until a friendly or enemy dies in the battle or the Drain Action hits a target.

 

Actions:
Dispersal Slash - Allows Hikari to teleport behind the enemy closest to her in initative and attack. Adds 4 additional damage dice. Can be used once every 2 turns.
Level 1: Allows Hikari to teleport behind the enemy closest to her in initative and attack. Adds 1 additional damage dice. Can be used once every 3 turns.
Level 2: Adds 2 additional damage dice
Level 3: Can be used once every 2 turns
Level 4: Adds 3 additional damage dice
Level 5: Adds 4 additional damage dice
 
Blood Barrier - Creates a barrier that blocks 2 attacks. Can be used once every 2 turns.
Level 1: Creates a barrier that blocks 1 attacks. Can be used once every 4 turns.
Level 2: Can be used once every 3 turns
Level 3: Can be used once every 2 turns
Level 4: Barrier blocks 2 attacks
 
Drain - A metal tail with a spear tip emerges from Hikari's body striking her target and draining their blood. Deals Dexterity in damage. Can be used once every 2 turns. Removes the effects of Bloodthirst.
Level 1: A metal tail with a spear tip emerges from Hikari's body striking her target and draining their blood. Deals Dexterity in damage. Can be used once every 4 turns.
Level 2: Removes effects of Bloodthirst
Level 3: Can be used once every 3 turns
Level 4: Can be used once every 2 turns

Health Transfusion - Removes a stated amount of HP from Hikari and heals a friendly target of her choice for that amount of HP. Can be used once every 4 turns.
Level 1: Removes 20 HP from Hikari and heals a friendly target closest to her in initiative for that amount of HP. Can be used once every 4 turns.
Level 2: Removes a stated amount of HP
Level 3: Can target a friendly directly above or below her in initiative
Level 4: Can target a friendly of her choice
 

Equipment:
Hanemukuro Sword - Weight 7. Deals 5d6 damage. Inflicts slashing and piercing damage.
Level 1: Weight 7. Deals 3d6 damage. Inflicts slashing and piercing damage.
Level 2: Deals 4d6 damage
Level 3: Deals 5d6 damage
 
Silver Garb Bloodveil - Weight 7. Resists 10% of Slashing and Piercing damage.
Level 1: Weight 7. Resists 2 attacks of Slashing and Piercing damage.
Level 2: Resists 5% of all Slashing and Piercing damage
Level 3: Resists 10%
 

Toa Heartlight

The ancient mechanisms of the Toa Canister have transformed you into a creature of Bionicle! But without a source of elemental power, only some of its features have been unlocked.

Grants +2 damage reduction and +2 to a stat chosen when equipped.
Cannot be unequipped at this time.
Deals 5% of your MHP in nonlethal pure damage to you each round until you pass out.
Self-damage can be negated if you wear a Kanohi Mask of Power.

 

Matoran Kanohi Mask

This artifact allows beings of Bionicle to properly control and contain their powers. Negates MHP loss from Heartlight.

Can be knocked off by a critical hit, requiring a round to recover and put back on.

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Travis ends Tank It early and then Defends.

 

Spoiler

Level: 5

HP:90
Init: 9

Stats: 30
Constitution: 12 
Dexterity: 9
Intelligence: 0
Strength: 9


Synergy: 0

Perks: TANK!!: When attacking a target, Travis may choose to force them to attack him next.


Angled Armor: Ignore the first ranged attack that isn't fire based or armor piercing to hit Travis each round.


Tread Heavily: + lvl To initiative and Travis is immune to rough terrain effects.


Heavy Armor: Attacks that deal less than LvL damage instead deal 1.

 

Flaw: Live Ammo Storage: Travis takes double damage from fire.


Actions:  
FIRE MAIN CANNON:  Twice per combat, Deal 5d6+Dex to one enemy and 5d6 to 4 other enemies 3 turn cooldown. Starts on cooldown.
    Level 1: Once per combat, Deal 3d4+Dex to one enemy and 3d4 to 4 other enemies. Starts with three turns of cool down.
    Level 2: +1d4 damage
    Level 3: Increase uses to 2 per combat.
    Level 4: +1d4 damage.

    Level 5: Upgrade die to d6

 

Hit it with a wrench: Travis becomes immune to status ailments until the end of the round and all current status ailments are ended. The first use also heals HP by Con. Two turn cool down.
    Level 1: Travis becomes immune to status ailments until the end of the round and all current status ailments are ended. Two turn cool down.

    Level 2: The first use heals HP by Con.

 

Fire Machine Guns!:  2d6 attacks for [LVL] damage distributed starting at the bottom of the initiative order and going up and looping around if there are more hits than targets. Hits lower damage by 2 for one round.
    Level 1: 1d4 attacks for [LVL] damage.
    Level 2: Shots are distributed among enemies going up the initiative order.
    Level 3:  Shots lower Enemy damage by 2 per hit for one round.
    Level 3: +1d4 Attacks.

    Level 4: Fires d6 attacks instead.

 

Drive me closer!: Travis wants to hit them with his sword. Deals Dex damage to an enemy, increases Travis' Initiative by Dex next turn, and they take an extra STR damage on the next attack. 1 turn cooldown.
    Level 1: Deals Dex damage to an enemy and they take an extra STR damage when attacked next. 1 turn cooldown.

    Level 2: Increases Travis' Initiative by Dex next turn. 

 

Tank it: Being large and made of armor, Travis’ tank is in an amazing place to act as cover. Travis gets in front of 2 allies for 3 turns, making attacks targeting them target him instead and increasing his DR by 2. Travis can end the action early as a free action. 
    Level 1: Travis takes attacks meant for two allies for a turn.
    Level 2: Slap a shield on the side: +2 DR for a turn.
    Level 3: +1 turn.

    Level 4: +1 turn

 

Equipment: 2 tokens

 

“Big Iron”: A 75mm main cannon, named by Wyonna of course. + 4 main target damage on FIRE MAIN CANNON.
    Level 1: +2 damage on FIRE MAIN CANNON
    Level 2: +2 Damage

 

Scrap Armor: Bits of fairly straight metallic debris welded to the tank… You’re pretty sure you can see body parts in there. +3 DR reduces initiative by 5-STR
    Level 1: +1 DR Weight 5
    Level 2: +1 DR
    Level 3: +1 DR

 

Close Quarters Combat: Thank god most companies when out of business with the collapse fluid epidemic, otherwise IOP could never get the rights to these. With a Colt Python holstered on his left side and a Big Frame Revolver on his right, Travis has more than enough ammo for any unoptimal encounters and his fists for if that still isn’t enough.. 1d4+Dex damage.
    Level 1: 1d4+Dex damage.

 

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And with the eruption of the scales, Cicivexa's magical barrier was shattered by a flurry of Celestial Spears, just as he seemed to direct the creature's enmity towards himself. No one could possibly doubt that if it threw even a fraction of its weight into him, he'd enter Thal's realm (or whatever the others believe in) with no delay. If he had any chance of killing this monstrosity, no matter how small, he needed to put his full force into it this time.

And so, he assumed a channeling stance, and a mass of darkness emanated from the Stardust Rod, before he threw the full force of himself into summoning a massive structure of ice aether, just above where the beast was heading, primed to drop. And just as it impacted its target, he flicked his staff once more, and (hopefully) everyone within meters could feel the heat from the ensuing aetheric firestorm. This had to be the killing, or at least crippling blow. It just had to be. It had to be.

 

Cicivexa casts O5JhtLv.png Blizzard I on the Bazelgeuse, dealing (5d6+21)*3/4 ice damage, with a 28% chance of inflicting a critical hit for 2x damage. He gains Umbra for the next 3 turns!

He then 1SpKtNI.pngSwiftcasts lBJux0A.pngFlare I, dealing (5d6+19)*1.05 fire damage, with a 28% chance of inflicting a critical hit for 2x damage. He gains Astra for the next 1 turn! Umbra's duration is lowered by 1 turn.

 

Effects & Cooldowns:

Spoiler

Temporary Perk Effects (already accounted for in above actions):

ZPEz20R.gif Umbra: The current turn + the next 2 turn(s)

MHy0dOh.png Astra: The current turn + the next 1 turn(s)

FdkHZzV.png Enochian Dependency: Until Umbra and/or Astra was active during both of the two previous turns

Turn 2: Umbra

Turn 3: Astra

 

Temporary Effects (already accounted for in above actions):

 

Cooldowns:

Mask of Vision: 0 turn cooldown

Swiftcast: 3 turns until useable

Manaward: Used This Encounter

Stats & Abilities:

Spoiler

Level: 5
HP: 60
Initiative: 6 (5-5+6)
Stats:
Constitution: 6
Dexterity: 5
Intelligence: 14 (12+2)
Strength: 0
Synergy: 7

 

Perks:

rjck6Oj.png Astral Cycle: Cicivexa can tap into the aetheric cycle that that defined the dynasties of his homeland. Whenever he casts a Fire Spell, he gains the Astra effect for one turn, boosting the damage of his next Fire Spell by 10%. This damage boost does not stack with itself. Whenever he casts a Blizzard Spell, he gains the Umbra effect for 3 turns, enabling the ability to cast certain spells, frequently Fire Spells.

 

LQ3xCXb.png Swiftcast: Grants the Swiftcast action.

 

L55nstA.png Firestarter: All attacks have a critical chance equal to INT*2%, dealing 2x damage on a critical hit. 

 

Rbf0jJR.png Magick and Mend: All attacks that scale off of some amount of INT scale off of the same amount of SYN. For example, if an attack deals INT/2 damage on its own, it now deals INT/2+SYN/2 damage. The -50% penalty to buffs on AOE spells still applies. Does not apply to non-damage effects. 

 

Flaw:

KqeM8R3.png Enochian Dependency: If neither Astra nor Umbra was active in the previous two turns, -50% damage dealt. 

 

Actions and Equipment: 7/7

O5JhtLv.png Blizzard I: Deals WD*0.75 ice damage, and also deals INT Initiative Reduction.  Is a Blizzard spell.

 

lBJux0A.png Flare III (Level 7): Deals WD+2d6 fire damage to 4 different targets. Is a Fire Spell. Can only be cast while under Umbra. Lowers the duration of Umbra by one turn.

lBJux0A.png Flare I (Level 5): Deals WD+2 fire damage.

 

FNsULJv.pngThunder I: Cooldown of 4 turns. Deals WD*0.5 lightning damage, and applies one stack of "Thundercloud" on the target for 3 turns. Can only be cast under Umbra.

Whenever someone under the Thundercloud effect uses an ability with a cooldown or charging time, the effect is consumed and Cicivexa can make a free action weapon attack next round (unless he is unable to act). He cannot gain more than one free action per turn via Thundercloud. This weapon attack deals lightning damage instead of the original element.

 

1SpKtNI.png Swiftcast I: Perk-backed, Free Action, Cooldown of 3 turns. Allows Cicivexa to use an additional Action (of minimum Action Level of 3), at -2 Action Levels.

 

mtIocJY.png Manaward I: Once per encounter. The next two attacks targeting Cicivexa do not deal damage to him.


Stardust Rod Zenith: Casts the Scathe spell, dealing 5d6+INT (+SYN due to Enhanced Black Magic) non-elemental damage. Lowers Initiative by 5-Strength.
 

Felt Sash: Increases Initiative by 6.
 

Toa Heartlight: +2 Damage Reduction, +2 INT, 5% MHP damage every turn without a Kanohi Mask equipped. Creates an additional action slot, exclusively useable for a Kanohi mask.

|-> Kanohi Akaku (Mask of Vision): Lets you see through anything less dense than solid lead, though you can still tell whether you’re looking through something. Has a telescopic zoom lens. Activate the mask as a free action to ignore dodge and miss chances/effects for 1 round. 3 round cooldown.

 

Edited by Unlurking Sentinel
Corrected the Astra boost for AoE
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Celestial Spear (Cap, Blue Art)

Cramping Dackly's Signature Move, Cap throws a spear at an enemy made of Celestial Magic.

Deals 1d10+Int Damage, but the enemy's next attack on Cap will deal 1d10+Attacking Stat Damage to them.

 

Cap Fires another spear!

 

 

  Hide contents

Spray (Gozer, Cap)

Cap throws a handful of Stone Caltrops at enemies

Lower Init for 3 enemies by 3 each, if init hits zero, they are stunned

 

Celestial Spear (Cap, Blue Art)

Cramping Dackly's Signature Move, Cap throws a spear at an enemy made of Celestial Magic.

Deals 1d10+Int Damage, but the enemy's next attack on Cap will deal 1d10+Attacking Stat Damage to them.

 

Slingshot (Cap)

Cap learns how to slingshot himself gravitationally at a target, smashing into them to deal damage.

Deals Int+1d6 Damage to the target, and Int Damage to both the user and a target.

 

Emerald Font

A small emerald which glistens with some kind of condensation, and glows with an inner light, anyone holding it would feel better, but not much.

The user is healed for CON/4 + 1 HP per turn.

 

Emerald Font

A small emerald which glistens with some kind of condensation, and glows with an inner light, anyone holding it would feel better, but not much.

The user is healed for CON/4 + 1 HP per turn.

 

Toa Heartlight (Untyped)

The ancient mechanisms of the Toa Canister have transformed you into a creature of Bionicle! But without a source of elemental power, only some of its features have been unlocked.

Grants +2 damage reduction and +2 to a stat chosen when equipped.
Cannot be unequipped at this time.
Deals 5% of your MHP in nonlethal pure damage to you each round until you pass out.
Self-damage can be negated if you wear a Kanohi Mask of Power.

 

Matoran Kanohi Mask

This artifact allows beings of Bionicle to properly control and contain their powers. Without one, even the mightiest Toa can be humbled. Some masks can also grant special powers, but these do not. They are enough to keep you alive and healthy, though.

Can be knocked off by a critical hit, requiring a round to recover and put back on.

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Cell lashes out with the Giant Killer at Bazelgeuse, dealing 114 damage!

 

Tsubasa uses Sky Splitting Slash to guard Travis, Hahli, and Nuparu, spending 1 Yin to extend her defense!

 

Hikari teleports into position and slashes Bazelgeuse, dealing 40 damage!

 

Travis ends Tank It and uses his basic block!

 

Cap hurls another Celestial Spear at Bazelgeuse, dealing 14 damage!

 

Cicivexa casts Blizzard 1!  The rush of ice and wind slams into Bazelgeuse!  CRITICAL HIT!  The ice ravages the wyvern's wings and face, leaving blackened streaks of frostbite across delicate membranes as it deals 94 damage!  Cicivexa then uses Swiftcast to fire Flare 1 at Bazelgeuse, dealing 36 damage!  But Bazelgeuse seems unbothered by the flames as it rears up and ROARS!

 

Bazelgeuse's roar has staggered Hahli!

 

Edmond resists Bazelgeuse's roar!  Edmond uses Quick Tune Up on Travis twice, restoring 39 HP to him!  Edmond loses 12 HP and gains 7 HP.

 

Bazelgeuse's roar has staggered Nuparu!  Bazelgeuse's roar has staggered Cell!  Bazelgeuse's roar has staggered Gozer and Cap!  Cicivexa resists Bazelgeuse's roar!  Bazelgeuse's roar has staggered Travis!

 

As Bazelgeuse finishes her roar, her explosive scales and body become criss-crossed with dull, cherry-red lines, glowing menacingly in the darkness.  Cicivexa, occupied by his spells, can only stare in shocked horror as the wyvern rushes towards him headlong.  Bazelgeuse's head slams into Cicivexa, dealing 31 damage!  As the suddenly terrified mage looks on, she rears up over him and shakes her neck, scattering glowing, explosive scales all around him, before slamming down on top of him, setting off a massive explosion that deals a further 61 damage!  When Bazelgeuse stands up, Cicivexa lays unconscious and broken in a smoldering crater.

 

Cicivexa has been downed and acquired a wound:

Spoiler

Fruits of Hubris (wound):  When he is not under the effects of a defensive action, Cicivexa can't help being distracted by memories of Bazelgeuse.  This reduces his damage dealt with magical effects by 50% against elite and boss enemies.

 

Bazelgeuse spreads her wings, creating a violent gust of wind that rattles the glowing scales hanging from her body.  It's clear that the wind from her downstroke will send scales hurling about at random as she takes off!  Hahli and Nuparu come to the obvious conclusion, exchange a quick nod, and tackle the most fragile-looking of their staggered allies, Cap and Gozer, hurling themselves, the golem, and Captain Forgotten Realms behind a nearby tree.

 

Initiative

Spoiler

Cell:  12

Tsubasa:  11

Hikari:  10

Travis and Friends:  9

Gozer and Cap:  6

Halhi:  4

Edmond:  2

Nuparu:  2 (Lower dexterity)

BAZELGEUSE:  Goes Last

 

Status

Spoiler

Cell:  47/128, badly hurt, staggered 1

Gozer and Cap:  20/51, emotionally compromised, staggered 1, hard cover

Cicivexa:  0/60, DOWNED, Fruits of Hubris

Edmond:  46/65, a bit winded

Halhi:  19/40, healthy, wounded, hard cover

Nuparu:  25/50, healthy, wounded, hard cover

Tsubasa:  66/90, healthy, wounded, Eye of the Storm

Hikari:  43/65, healthy

Travis:  45/90, healthy, light damage, basic block, staggered 1

BAZELGEUSE:  ???/???, 516 damage taken, celestial spear, enraged

 

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Cell uses Parry on the Bagel, if it attacks before his next turn that attack is instead canceled.

As an addition, free, action Cell also uses his Ice Bow, dealing 12 cold damage and stunning the Bagel by freezing it.

 

Spoiler

Level: 7(5)

HP: 128

Initiative: 12

Tokens: 2/5

 

Stats:

Strength: 8

Dexterity: 12

Intelligence: 12

Constitution: 14

Synergy: 0

 

Aura of Laceration: Talk about a paper cut.

For one round any time an enemy targets Cell with a melee attack that enemy takes [Int] Slashing damage, cooldown of one round.

Level 2: Increase duration by one.

Level 3: Increase duration by one.

Level 4: May activate as a free action on the first round of combat, goes on cooldown as normal.
Level 5: Increase duration by one(duration of four).

 

Parry: aaannndd riposte.

Choose a target to parry, if they attack before your next move cancel that attack.

Level 2: If successful the user can choose to make a weapon attack against the parried target as a free action, doing so puts Parry on cooldown for three rounds.
Level 3: Counterattacks are made at +15% damage.

 

Ceiling Turret: A large green glob of a snot-like substance that floats up to a nearby wall or ceiling and then rains pellets down on your enemies.

Creates a turret with 10 HP that attacks a random enemy at the end of each round for 1d4+[Int] damage, cooldown of two rounds(deployment).

Level 2: May place two turrets instead of one for an addition two cooldown.

 

Sack of Grenades: Talk about a bag of goodies.

Starts with one grenade type, additional types may be bought with levels, cannot use any type of grenade until all types are off cooldown.

Infantry Grenade: Deals [Str] damage to two targets.

Oil Grenade: Covers two targets in oil for two rounds, fire damage taken while covered in oil is increased by 20%, cooldown of two rounds.

Magnetic Grenade: Staggers two targets with magnetic fields for two rounds, targets gain 20% miss chance while staggered, cooldown of two rounds.

Flashbang: Two targets randomly hit friend or foe with their actions for two rounds, cooldown of two rounds.

Fire Grenade: Set two targets on fire, dealing 1d4+[Str]/2 fire damage each round for two rounds, cooldown of two rounds.

Ice Grenade: Reduce the Init of two targets by [Int/2] and freezes them, forcing them to act last next round or this round if the user acts before them, targets gain immunity to the freezing effect of this action after the first time it's used on them, but not the Init penalty, two round cooldown.

Ivy Grenade: Causes ivy to burst from the ground and entangle two targets, if they fail a Dex save vs the user’s Int they are prevented them from taking actions that require movement for two rounds, cooldown of two rounds.

 

Giant Killer: The bigger they are.

Attack one target for 7d10+[Dex] damage, Weight of 8.  Deals 50% more damage to Elite enemies and Bosses or 100% more damage if the user is below 50% HP.

 

Toa Heartlight (Con) – The ancient mechanisms of the Toa Canister have transformed you into a creature of Bionicle!  But without a source of elemental power, only some of its features have been unlocked.  Grants +2 damage reduction and +2 to a stat chosen when equipped.  Cannot be unequipped at this time.  Deals 5% of your MHP in nonlethal pure damage to you each round until you pass out.  Self-damage can be negated if you wear a Kanohi Mask of Power.

 

Matoran Kanohi Mask – This artifact allows beings of Bionicle to properly control and contain their powers.  Without one, even the mightiest Toa can be humbled.  Some masks can also grant special powers, but these do not.  They are enough to keep you alive and healthy, though.  Can be knocked off by a critical hit, requiring a round to recover and put back on

 

Ice Bow: Thawing out hurts the most.

Fire an arrow at an enemy, dealing [Int] cold damage and freezing them solid(stun), arrows are not returned until a target dies or the end of combat, may be used as a free action, cooldown of one round, has no effect on targets with cold resistance.

Total arrows: 2,

Remaining arrows: 2

 

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Hikari activated Blood Barrier, blocking the next two attacks. She slashes with her sword, using her Enhanced Reaction Time perk, dealing 5d6 slashing damage to the Bazel. Her Blood Code allows for the attack to deal 30% more damage.



Level: 5
HP: 65
Init: 10

Stats:
Constitution: 7
Dexterity: 10+2
Intelligence: 3
Strength: 7
Synergy: 3

 

Perks:
Enhanced Reaction Time - Grants an additional action once every 3 turns
Blood Dispersion - If hp reaches 0 Hikari can revive herself. This can happen once per battle. However, this immediately triggers bloodthirst and only restores 25% of her HP. It also places her at the bottom of the initiative list.
Prometheus Blood Code - Increase damage dealt by 30%
Bloodthirst - Gives 50% damage boost when activated. Must be activated by either taking damage 3 times or upon the activation of the Blood Dispersion Perk.
 
Flaw:
Bloodthirst - Activates upon the activation of the Bloodthirst Perk. Can only make attacking moves while this is active. Cannot be deactivated until a friendly or enemy dies in the battle or the Drain Action hits a target.

 

Actions:
Dispersal Slash - Allows Hikari to teleport behind the enemy closest to her in initative and attack. Adds 4 additional damage dice. Can be used once every 2 turns.
Level 1: Allows Hikari to teleport behind the enemy closest to her in initative and attack. Adds 1 additional damage dice. Can be used once every 3 turns.
Level 2: Adds 2 additional damage dice
Level 3: Can be used once every 2 turns
Level 4: Adds 3 additional damage dice
Level 5: Adds 4 additional damage dice
 
Blood Barrier - Creates a barrier that blocks 2 attacks. Can be used once every 2 turns.
Level 1: Creates a barrier that blocks 1 attacks. Can be used once every 4 turns.
Level 2: Can be used once every 3 turns
Level 3: Can be used once every 2 turns
Level 4: Barrier blocks 2 attacks
 
Drain - A metal tail with a spear tip emerges from Hikari's body striking her target and draining their blood. Deals Dexterity in damage. Can be used once every 2 turns. Removes the effects of Bloodthirst.
Level 1: A metal tail with a spear tip emerges from Hikari's body striking her target and draining their blood. Deals Dexterity in damage. Can be used once every 4 turns.
Level 2: Removes effects of Bloodthirst
Level 3: Can be used once every 3 turns
Level 4: Can be used once every 2 turns

Health Transfusion - Removes a stated amount of HP from Hikari and heals a friendly target of her choice for that amount of HP. Can be used once every 4 turns.
Level 1: Removes 20 HP from Hikari and heals a friendly target closest to her in initiative for that amount of HP. Can be used once every 4 turns.
Level 2: Removes a stated amount of HP
Level 3: Can target a friendly directly above or below her in initiative
Level 4: Can target a friendly of her choice
 

Equipment:
Hanemukuro Sword - Weight 7. Deals 5d6 damage. Inflicts slashing and piercing damage.
Level 1: Weight 7. Deals 3d6 damage. Inflicts slashing and piercing damage.
Level 2: Deals 4d6 damage
Level 3: Deals 5d6 damage
 
Silver Garb Bloodveil - Weight 7. Resists 10% of Slashing and Piercing damage.
Level 1: Weight 7. Resists 2 attacks of Slashing and Piercing damage.
Level 2: Resists 5% of all Slashing and Piercing damage
Level 3: Resists 10%
 

Toa Heartlight

The ancient mechanisms of the Toa Canister have transformed you into a creature of Bionicle! But without a source of elemental power, only some of its features have been unlocked.

Grants +2 damage reduction and +2 to a stat chosen when equipped.
Cannot be unequipped at this time.
Deals 5% of your MHP in nonlethal pure damage to you each round until you pass out.
Self-damage can be negated if you wear a Kanohi Mask of Power.

 

Matoran Kanohi Mask

This artifact allows beings of Bionicle to properly control and contain their powers. Negates MHP loss from Heartlight.

Can be knocked off by a critical hit, requiring a round to recover and put back on.

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Edmond watched in mild horror as the small guy was pummeled into the ground. But the fight wasn't over, and he needed to keep the others who could end it alive and as healthy as possible.

 

Quick Tune up on Travis healing 2d6+INT . Heal back a total of 7 HP from Autoregeneration. 4 damage reduction against physical forms of damage, 8 damage reduction against bullets specifically. +2 more from heartlight, and +2 to INT. 

 

Spoiler

Level: 5

HP: 65

Init: Equal to your DEX(2) score

Constitution: --7
Dexterity:--2
Intelligence:
.--11+2
Strength:
--5
Synergy:
--5

Perks:

 

Gambit: By sacrificing 25% MHP, Edmond gains another action during his turn.

 

Preemptory Bracing: Through being prepared for pain and injury, Edmond is able to lessen it. Thus, recoil damage from himself or allied effects on him is reduced by 30+Level/2% (Rounded down as usual)

 

Autoregeneration: Through a combination of genetic factors and automatic injectors in his power armor suit, Edmond can regenerate somewhat from damage. Heal 10% MHP every round.

 

Slots (7/7)

Name: The Iron Will

A made-in-America modern miracle. This weapon of destruction flies over enemies, laying down suppressive firepower when combined with "The Long Arm of the Law". Basically a set of highly patriotic power armor. 4 damage reduction against physical forms of damage, 8 damage reduction against bullets specifically.

Weight: 5

Base (Loot): Grants physical damage reduction of 3 points, modular system: Provides +1 to rolls attempting to modify this system or integrate it with other electronic systems.

Level 2 (Loot): Physical damage Reduction increased by 1

Level 3 (Loot): Flight Systems Online: Grants fluff flight

Level 4 (Loot): Bulletproof: Damage reduction against bullets: 2*Physical Damage reduct

Level 5 (Loot): Acrobatics: The user gets +INT/2 at attempts to perform aerial tricks.

Level 6 (Craft): The suit can now record up to three enemies or six objects in high detail, allowing them to be studied remotely, granting items of "Combat Data"

 

The Long Arm of the Law: A weapon meant to be used by someone wielding the Iron will's frame, it looks like an unholy combination of a high caliber sniper rifle and a belt fed machinegun.

Weight: 5
Base (Loot): Deals 2d6+INT damage, and when used by someone not utilizing the Iron Will armor system, the weight is treated as 7.
Level 2: APDS Rounds: This weapon can be used with your choice of INT or DEX as its base stats.
Level 3: Familiarity : Bumps the dice formula up to 2d8+Stat
Level 4: Dead Aim: If the Iron Will suit is equipped, consider enemies dodge to be reduced by 10% when utilizing this weapon.

 

Equipment Acquired:  Toa Heartlight (Untyped) – The ancient mechanisms of the Toa Canister have transformed you into a creature of Bionicle!  But without a source of elemental power, only some of its features have been unlocked.  Grants +2 damage reduction and +2 to a stat chosen when equipped.  Cannot be unequipped at this time.  Deals 5% of your MHP in nonlethal pure damage to you each round until you pass out.  Self-damage can be negated if you wear a Kanohi Mask of Power.

 

Equipment Acquired:  Matoran Kanohi Mask – This artifact allows beings of Bionicle to properly control and contain their powers.  Without one, even the mightiest Toa can be humbled.  Some masks can also grant special powers, but these do not.  They are enough to keep you alive and healthy, though.  Can be knocked off by a critical hit, requiring a round to recover and put back on.

 

Quick tune-up: Edmond performs a series of repairs on a mechanical ally. Heal 2d6+INT HP on an ally who can be considered mechanical.

Level 1: Heal a mechanical ally by 1d6+INT.

Level 2: Heal the mechanical entity by 2d6+INT

Level 3: Edmond counts as mechanical for this skill, due to personal knowledge of his power armor.

 

Bird's Eye View: By calling out enemy attack patterns and apparent targets, Edmond may decrease incoming damage for two grounded allies by 20% for one turn. 1 turn cooldown.

Level 1: Decrease incoming damage for two grounded allies by 20% for one turn, 2 turn cooldown.

Level 2: 1 turn cooldown.

Level 3: Decrease incoming damage on two grounded allies by 30%.

 

Individual Air Support: Edmond chooses one ally, and makes note of incoming threats to them for one round. If an enemy would deal damage to the ally, even one cloaked or invisible, Edmond will first launch a burst of suppressive fire at them, dealing the base damage from a range weapon he is using, and stunning the enemy for one round. 5 turn cooldown.

Level 1: Choose an ally, if an enemy would target them, attack, deal basic damage, and stun. 5 turn cooldown.

Level 2: Advanced Sensor Array: Edmond will still be able to attack enemies who are cloaked, invisible, or speedy in such a way that would normally prevent them from being targetted while they make their move.

 

Strenuous G-force (free action): This action modifies other actions. Edmond may sacrifice an amount of HP, and move at a spot in the init equal to his original init plus or minus the amount of HP sacrificed. 1 turn cooldown.

Level 1: Sacrifice HP to move an amount around in the init equal to how much HP you sacrifice. 2 turn cooldown.

Level 2: 1 turn cooldown.

Level 3: No cooldown

 

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  • 2 weeks later...

Sixth Form: Sweeping Current Surge on Bazelgeuse, dealing 14 damage and reducing its damage by the same amount for 2 turns. 

 

Yin: 6->1

Yang: 2->7

Breath: 3/14

 



Perks:
Total Concentration Breathing: The bread and butter of a Demon Slayer. This technique allows one to harness the strength of one's breath and fight on par with demons. Allows Tsubasa to use their Constitution as an attacking stat in place of Dexterity, Strength, or Synergy.
 
Yin & Yang (Level 2): Tsubasa's fighting style emphasizes moving with the flow of battle, attack moving into defense and defense into attack when the time is right. They have a Yin and Yang meter, that start at zero and progressively fill. Every attack increases Yin by one, and every supportive action increases Yang by one. Yang also increases on turns an attack was received. These can be used to perform more powerful techniques. Whenever they are spent, the opposite gauge increases by the same amount. Each gauge is capped at 8 points. Resets to 0 after each battle.
 
Action & Reaction: When Tsubasa is attacked, they gain a stack of "Reaction." If two or more stacks of Reaction are present, Tsubasa expends all stacks to take an extra action on their next turn.
 
Flaw: Breathless: Tsubasa has not mastered the art of using Total Concentration Breathing full-time, and thus suffers the ill effects of stopping the technique. They have an additional "Breath" gauge that starts equal to their CON. Whenever Tsubasa uses an ability with a cooldown or gauge requirement, they lose half of that requirement (rounded down, but minimum 1) from this gauge. They lose the ability to act when this gauge is empty. Debuff cleanses restore Breath equal to the number of debuffs they would normally remove. Resets to 0 after each battle.
 
Level: 5
HP: 90
Initiative: 11
 
Base Stats:

 
  • Strength: 3
  • Dexterity: 11
  • Intelligence: 2
  • Constitution: 12+2
  • Synergy: 2

Actions: 18/18
 
First Form: Bolt from Blue Skies: A sword technique that emulates a sudden flash of lightning from a previously calm sky. Deals double damage, plus additional [DEX] damage, to a single target. Not usable if user has already attacked this encounter.
-Level 1: Double weapon damage. Only usable if user has not attacked yet.
-Level 2: Adds user DEX to the damage. If the attack is a DEX attack, add CON instead.
 
Second Form: Eye of the Storm: A breath technique that finds calm in chaos. Increases damage resistance by the user's Yin gauge for the remainder of the battle. Can be used again to double the resistance for a turn. Calculated off of user's Yin when they take damage, not when they use the move.
-Level 1: When activated, increases the user's damage resistance by their Yin gauge for 3 turns. If the gauge increases, so does the resistance.
-Level 2: Now permanent after use, but does not stack with itself.
-Level 3: Can be activated again to double the resistance for one turn.
 
Third Form: Sky-Splitting Flash: A technique that launches the user in a direction at high speed, allowing gaps to be closed quickly. Tsubasa uses this to interpose herself between allies and foes. Intercepts 2+[Yin spent] attacks on targeted allies, carries over between turns.
-Level 1: Intercepts the next attack on target ally. Can spend Yin to increase the number of attacks intercepted this turn.
-Level 2: Intercepts carry over between turns.
-Level 3: Intercepts can now target multiple allies.
-Level 4: Intercepts an additional attack.
 
Fifth Form: Chain Lightning: Channels a destructive flow of energy, jumping from victim to victim along the path of least resistance. Costs 5 Yang. Attacks 3 times, targeting the nearest enemy in initiative to the original target for followups. Can hit the same enemy twice.
-Level 1: Attacks an enemy for [weapon] damage, then attacks the enemy nearest them for the same until 3 attacks have been performed.
-Level 2: Can retarget the same enemy once, if there are no other valid targets.
 
Sixth Form: Sweeping Current Surge: A strenuous, rapid stream of slashes that baffle, buffet, and cripple, striking multiple enemies at once. Costs 5 Yin. Deals [CON] damage to an enemy and each one above and below it in initiative, then reduces their damage by the same amount for 2 turns.
-Level 1: Select a target. To it and each enemy above and below it in initiative, deal [CON] damage. The victims have their damage reduced by the damage they take from this for 2 turns.
 

Equipment & Tricks:

Nichirin Sword: One of the few instruments capable of slaying a demon for good. Infused with sunlight, these weapons are infallible if wielded properly - but beware the incautious strike. They change colors based on the wielder. Tsubasa's blade takes on a vibrant blue scheme with a tendency to catch and reflect the light. Weight 3. Deals 4d6+DEX damage
-Level 1: Deals 1d6+DEX damage.
-Level 2: If an enemy takes extra damage from light or sun based attacks, they take extra damage from this weapon.
-Level 3: Enemies killed with this weapon cannot be revived. This effect may partially fail (based on GM discretion) on stronger enemies.
-Level 4: 2d6 damage.
-Level 5: 3d6 damage.
-Level 6: 4d6 damage.

Toa Heartlight (Untyped): Grants +2 damage reduction and +2 to Constitution.  Cannot be unequipped at this time.  Deals 5% of your MHP in nonlethal pure damage to you each round until you pass out.  Self-damage can be negated if you wear a Kanohi Mask of Power.

Kanohi Faxon: This mask has wide eye holes, and a swept-back helm. When worn, it color-coordinates with its wearer’s outfit.  It lets you emulate the abilities of animals that share the environment you are in. While wearing this mask, you can train tricks that let you do things you otherwise couldn’t if an animal you know of that shares the environment you are in could.  Of course, you still have to figure out how to do the trick.

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Cell recovers from stagger!  As a free action, he uses his Ice Bow, inflicting 21 damage and a stun!

 

Tsubasa uses Sixth Form Sweeping Current Surge on Bazelgeuse, dealing 16 damage and inflicting a damage debuff!  But the lingering effect seems to fail to fully stick, the remaining energy crackling around Bazelgeuse without sinking in...

 

Hikari activates Blood Barrier, blocking the next two attacks incoming towards her!  She then slashes Bazelgeuse for 27 damage!

 

Travis recovers from stagger!

 

Gozer and Cap are in cover.

 

Hahli is in cover.

 

Edmond uses Quick Tune Up on Travis, restoring 19 HP!  He regenerates 7 HP.

 

Nuparu is in cover.

 

Bazelgeuse starts to rise in the air, and then staggers as Cell's ice arrow hits, falling back to the ground with a thunderous crash.    She roars again, but nobody is both unhealthy enough to be vulnerable and close enough to be staggered this time.  Identifying Cell as the source of this disruption, Bazelgeuse lowers her head, preparing to charge again.

 

Initiative:

Spoiler

Cell:  12

Tsubasa:  11

Hikari:  10

Travis and Friends:  9

Gozer and Cap:  6

Halhi:  4

Edmond:  2

Nuparu:  2 (Lower dexterity)

BAZELGEUSE:  Goes Last

 

Status:

Spoiler

Cell:  47/128, badly hurt

Gozer and Cap:  20/51, emotionally compromised

Cicivexa:  0/60, DOWNED, Fruits of Hubris

Edmond:  53/65, a bit winded

Halhi:  19/40, healthy, wounded

Nuparu:  25/50, healthy, wounded

Tsubasa:  66/90, healthy, wounded, Eye of the Storm

Hikari:  43/65, healthy, light damage.

Travis:  64/90, healthy, light damage

BAZELGEUSE:  ???/???, 566 damage taken, celestial spear, enraged, CC Build 1

 

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Cell needed to survive this, and, judging the distance, Edmond thought he could get there in time to perform a few repairs before the beast arrived.

 

Quick Tune up on Cell healing 2d6+INT. Activate Gambit Perk to use Quick Tune up again healing Cell again for 2d6+INT, sacrificing 17 HP, reduced by preemptory bracing to 12 HP). Heal back a total of 7 HP from Autoregeneration. 4 damage reduction against physical forms of damage, 8 damage reduction against bullets specifically. +2 more from heartlight, and +2 to INT. 

Spoiler

Level: 5

HP: 65

Init: Equal to your DEX(2) score

Constitution: --7
Dexterity:--2
Intelligence:
.--11+2
Strength:
--5
Synergy:
--5

Perks:

 

Gambit: By sacrificing 25% MHP, Edmond gains another action during his turn.

 

Preemptory Bracing: Through being prepared for pain and injury, Edmond is able to lessen it. Thus, recoil damage from himself or allied effects on him is reduced by 30+Level/2% (Rounded down as usual)

 

Autoregeneration: Through a combination of genetic factors and automatic injectors in his power armor suit, Edmond can regenerate somewhat from damage. Heal 10% MHP every round.

 

Slots (7/7)

Name: The Iron Will

A made-in-America modern miracle. This weapon of destruction flies over enemies, laying down suppressive firepower when combined with "The Long Arm of the Law". Basically a set of highly patriotic power armor. 4 damage reduction against physical forms of damage, 8 damage reduction against bullets specifically.

Weight: 5

Base (Loot): Grants physical damage reduction of 3 points, modular system: Provides +1 to rolls attempting to modify this system or integrate it with other electronic systems.

Level 2 (Loot): Physical damage Reduction increased by 1

Level 3 (Loot): Flight Systems Online: Grants fluff flight

Level 4 (Loot): Bulletproof: Damage reduction against bullets: 2*Physical Damage reduct

Level 5 (Loot): Acrobatics: The user gets +INT/2 at attempts to perform aerial tricks.

Level 6 (Craft): The suit can now record up to three enemies or six objects in high detail, allowing them to be studied remotely, granting items of "Combat Data"

 

The Long Arm of the Law: A weapon meant to be used by someone wielding the Iron will's frame, it looks like an unholy combination of a high caliber sniper rifle and a belt fed machinegun.

Weight: 5
Base (Loot): Deals 2d6+INT damage, and when used by someone not utilizing the Iron Will armor system, the weight is treated as 7.
Level 2: APDS Rounds: This weapon can be used with your choice of INT or DEX as its base stats.
Level 3: Familiarity : Bumps the dice formula up to 2d8+Stat
Level 4: Dead Aim: If the Iron Will suit is equipped, consider enemies dodge to be reduced by 10% when utilizing this weapon.

 

Equipment Acquired:  Toa Heartlight (Untyped) – The ancient mechanisms of the Toa Canister have transformed you into a creature of Bionicle!  But without a source of elemental power, only some of its features have been unlocked.  Grants +2 damage reduction and +2 to a stat chosen when equipped.  Cannot be unequipped at this time.  Deals 5% of your MHP in nonlethal pure damage to you each round until you pass out.  Self-damage can be negated if you wear a Kanohi Mask of Power.

 

Equipment Acquired:  Matoran Kanohi Mask – This artifact allows beings of Bionicle to properly control and contain their powers.  Without one, even the mightiest Toa can be humbled.  Some masks can also grant special powers, but these do not.  They are enough to keep you alive and healthy, though.  Can be knocked off by a critical hit, requiring a round to recover and put back on.

 

Quick tune-up: Edmond performs a series of repairs on a mechanical ally. Heal 2d6+INT HP on an ally who can be considered mechanical.

Level 1: Heal a mechanical ally by 1d6+INT.

Level 2: Heal the mechanical entity by 2d6+INT

Level 3: Edmond counts as mechanical for this skill, due to personal knowledge of his power armor.

 

Bird's Eye View: By calling out enemy attack patterns and apparent targets, Edmond may decrease incoming damage for two grounded allies by 20% for one turn. 1 turn cooldown.

Level 1: Decrease incoming damage for two grounded allies by 20% for one turn, 2 turn cooldown.

Level 2: 1 turn cooldown.

Level 3: Decrease incoming damage on two grounded allies by 30%.

 

Individual Air Support: Edmond chooses one ally, and makes note of incoming threats to them for one round. If an enemy would deal damage to the ally, even one cloaked or invisible, Edmond will first launch a burst of suppressive fire at them, dealing the base damage from a range weapon he is using, and stunning the enemy for one round. 5 turn cooldown.

Level 1: Choose an ally, if an enemy would target them, attack, deal basic damage, and stun. 5 turn cooldown.

Level 2: Advanced Sensor Array: Edmond will still be able to attack enemies who are cloaked, invisible, or speedy in such a way that would normally prevent them from being targetted while they make their move.

 

Strenuous G-force (free action): This action modifies other actions. Edmond may sacrifice an amount of HP, and move at a spot in the init equal to his original init plus or minus the amount of HP sacrificed. 1 turn cooldown.

Level 1: Sacrifice HP to move an amount around in the init equal to how much HP you sacrifice. 2 turn cooldown.

Level 2: 1 turn cooldown.

Level 3: No cooldown

 

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Hikari slashes with her sword dealing 5d6 damage to the Bazelgeuse. Her blood barrier remains active.



Level: 5
HP: 65
Init: 10

Stats:
Constitution: 7
Dexterity: 10+2
Intelligence: 3
Strength: 7
Synergy: 3

 

Perks:
Enhanced Reaction Time - Grants an additional action once every 3 turns
Blood Dispersion - If hp reaches 0 Hikari can revive herself. This can happen once per battle. However, this immediately triggers bloodthirst and only restores 25% of her HP. It also places her at the bottom of the initiative list.
Prometheus Blood Code - Increase damage dealt by 30%
Bloodthirst - Gives 50% damage boost when activated. Must be activated by either taking damage 3 times or upon the activation of the Blood Dispersion Perk.
 
Flaw:
Bloodthirst - Activates upon the activation of the Bloodthirst Perk. Can only make attacking moves while this is active. Cannot be deactivated until a friendly or enemy dies in the battle or the Drain Action hits a target.

 

Actions:
Dispersal Slash - Allows Hikari to teleport behind the enemy closest to her in initative and attack. Adds 4 additional damage dice. Can be used once every 2 turns.
Level 1: Allows Hikari to teleport behind the enemy closest to her in initative and attack. Adds 1 additional damage dice. Can be used once every 3 turns.
Level 2: Adds 2 additional damage dice
Level 3: Can be used once every 2 turns
Level 4: Adds 3 additional damage dice
Level 5: Adds 4 additional damage dice
 
Blood Barrier - Creates a barrier that blocks 2 attacks. Can be used once every 2 turns.
Level 1: Creates a barrier that blocks 1 attacks. Can be used once every 4 turns.
Level 2: Can be used once every 3 turns
Level 3: Can be used once every 2 turns
Level 4: Barrier blocks 2 attacks
 
Drain - A metal tail with a spear tip emerges from Hikari's body striking her target and draining their blood. Deals Dexterity in damage. Can be used once every 2 turns. Removes the effects of Bloodthirst.
Level 1: A metal tail with a spear tip emerges from Hikari's body striking her target and draining their blood. Deals Dexterity in damage. Can be used once every 4 turns.
Level 2: Removes effects of Bloodthirst
Level 3: Can be used once every 3 turns
Level 4: Can be used once every 2 turns

Health Transfusion - Removes a stated amount of HP from Hikari and heals a friendly target of her choice for that amount of HP. Can be used once every 4 turns.
Level 1: Removes 20 HP from Hikari and heals a friendly target closest to her in initiative for that amount of HP. Can be used once every 4 turns.
Level 2: Removes a stated amount of HP
Level 3: Can target a friendly directly above or below her in initiative
Level 4: Can target a friendly of her choice
 

Equipment:
Hanemukuro Sword - Weight 7. Deals 5d6 damage. Inflicts slashing and piercing damage.
Level 1: Weight 7. Deals 3d6 damage. Inflicts slashing and piercing damage.
Level 2: Deals 4d6 damage
Level 3: Deals 5d6 damage
 
Silver Garb Bloodveil - Weight 7. Resists 10% of Slashing and Piercing damage.
Level 1: Weight 7. Resists 2 attacks of Slashing and Piercing damage.
Level 2: Resists 5% of all Slashing and Piercing damage
Level 3: Resists 10%
 

Toa Heartlight

The ancient mechanisms of the Toa Canister have transformed you into a creature of Bionicle! But without a source of elemental power, only some of its features have been unlocked.

Grants +2 damage reduction and +2 to a stat chosen when equipped.
Cannot be unequipped at this time.
Deals 5% of your MHP in nonlethal pure damage to you each round until you pass out.
Self-damage can be negated if you wear a Kanohi Mask of Power.

 

Matoran Kanohi Mask

This artifact allows beings of Bionicle to properly control and contain their powers. Negates MHP loss from Heartlight.

Can be knocked off by a critical hit, requiring a round to recover and put back on.

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Travis shakes his head as he recovers from the ringing in his ears because of the monster thingy. Thankfully this is just in time to hear the thing he's wanted to hear most since this fight began. "All factors have been accounted for sir, main cannon ready to fire!"
With a grin, Travis orders the Firing of the Main Cannon!

 

Spoiler

Level: 5

HP:90
Init: 9

Stats: 30
Constitution: 12 
Dexterity: 9
Intelligence: 0
Strength: 9


Synergy: 0

Perks: TANK!!: When attacking a target, Travis may choose to force them to attack him next.


Angled Armor: Ignore the first ranged attack that isn't fire based or armor piercing to hit Travis each round.


Tread Heavily: + lvl To initiative and Travis is immune to rough terrain effects.


Heavy Armor: Attacks that deal less than LvL damage instead deal 1.

 

Flaw: Live Ammo Storage: Travis takes double damage from fire.


Actions:  
FIRE MAIN CANNON:  Twice per combat, Deal 5d6+Dex to one enemy and 5d6 to 4 other enemies 3 turn cooldown. Starts on cooldown.
    Level 1: Once per combat, Deal 3d4+Dex to one enemy and 3d4 to 4 other enemies. Starts with three turns of cool down.
    Level 2: +1d4 damage
    Level 3: Increase uses to 2 per combat.
    Level 4: +1d4 damage.

    Level 5: Upgrade die to d6

 

Hit it with a wrench: Travis becomes immune to status ailments until the end of the round and all current status ailments are ended. The first use also heals HP by Con. Two turn cool down.
    Level 1: Travis becomes immune to status ailments until the end of the round and all current status ailments are ended. Two turn cool down.

    Level 2: The first use heals HP by Con.

 

Fire Machine Guns!:  2d6 attacks for [LVL] damage distributed starting at the bottom of the initiative order and going up and looping around if there are more hits than targets. Hits lower damage by 2 for one round.
    Level 1: 1d4 attacks for [LVL] damage.
    Level 2: Shots are distributed among enemies going up the initiative order.
    Level 3:  Shots lower Enemy damage by 2 per hit for one round.
    Level 3: +1d4 Attacks.

    Level 4: Fires d6 attacks instead.

 

Drive me closer!: Travis wants to hit them with his sword. Deals Dex damage to an enemy, increases Travis' Initiative by Dex next turn, and they take an extra STR damage on the next attack. 1 turn cooldown.
    Level 1: Deals Dex damage to an enemy and they take an extra STR damage when attacked next. 1 turn cooldown.

    Level 2: Increases Travis' Initiative by Dex next turn. 

 

Tank it: Being large and made of armor, Travis’ tank is in an amazing place to act as cover. Travis gets in front of 2 allies for 3 turns, making attacks targeting them target him instead and increasing his DR by 2. Travis can end the action early as a free action. 
    Level 1: Travis takes attacks meant for two allies for a turn.
    Level 2: Slap a shield on the side: +2 DR for a turn.
    Level 3: +1 turn.

    Level 4: +1 turn

 

Equipment: 2 tokens

 

“Big Iron”: A 75mm main cannon, named by Wyonna of course. + 4 main target damage on FIRE MAIN CANNON.
    Level 1: +2 damage on FIRE MAIN CANNON
    Level 2: +2 Damage

 

Scrap Armor: Bits of fairly straight metallic debris welded to the tank… You’re pretty sure you can see body parts in there. +3 DR reduces initiative by 5-STR
    Level 1: +1 DR Weight 5
    Level 2: +1 DR
    Level 3: +1 DR

 

Close Quarters Combat: Thank god most companies when out of business with the collapse fluid epidemic, otherwise IOP could never get the rights to these. With a Colt Python holstered on his left side and a Big Frame Revolver on his right, Travis has more than enough ammo for any unoptimal encounters and his fists for if that still isn’t enough.. 1d4+Dex damage.
    Level 1: 1d4+Dex damage.

 

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  • 2 weeks later...

Tsubasa was getting winded. She could feel the burning in her muscles creeping up on her, but she had to banish the creature in front of her first. She was also consciously thinking about that, which was a bad sign by itself. The demon slayer gripped her sword with both hands, and made another leaping cut at the beast before them.

 

Attack Bazelgeuse with Nichirin Sword for 4d6+14 damage.

 

Yin: 1->2

Yang: 7

Breath: 3/14



Perks:
Total Concentration Breathing: The bread and butter of a Demon Slayer. This technique allows one to harness the strength of one's breath and fight on par with demons. Allows Tsubasa to use their Constitution as an attacking stat in place of Dexterity, Strength, or Synergy.
 
Yin & Yang (Level 2): Tsubasa's fighting style emphasizes moving with the flow of battle, attack moving into defense and defense into attack when the time is right. They have a Yin and Yang meter, that start at zero and progressively fill. Every attack increases Yin by one, and every supportive action increases Yang by one. Yang also increases on turns an attack was received. These can be used to perform more powerful techniques. Whenever they are spent, the opposite gauge increases by the same amount. Each gauge is capped at 8 points. Resets to 0 after each battle.
 
Action & Reaction: When Tsubasa is attacked, they gain a stack of "Reaction." If two or more stacks of Reaction are present, Tsubasa expends all stacks to take an extra action on their next turn.
 
Flaw: Breathless: Tsubasa has not mastered the art of using Total Concentration Breathing full-time, and thus suffers the ill effects of stopping the technique. They have an additional "Breath" gauge that starts equal to their CON. Whenever Tsubasa uses an ability with a cooldown or gauge requirement, they lose half of that requirement (rounded down, but minimum 1) from this gauge. They lose the ability to act when this gauge is empty. Debuff cleanses restore Breath equal to the number of debuffs they would normally remove. Resets to 0 after each battle.
 
Level: 5
HP: 90
Initiative: 11
 
Base Stats:
  • Strength: 3
  • Dexterity: 11
  • Intelligence: 2
  • Constitution: 12+2
  • Synergy: 2

Actions: 18/18
 
First Form: Bolt from Blue Skies: A sword technique that emulates a sudden flash of lightning from a previously calm sky. Deals double damage, plus additional [DEX] damage, to a single target. Not usable if user has already attacked this encounter.
-Level 1: Double weapon damage. Only usable if user has not attacked yet.
-Level 2: Adds user DEX to the damage. If the attack is a DEX attack, add CON instead.
 
Second Form: Eye of the Storm: A breath technique that finds calm in chaos. Increases damage resistance by the user's Yin gauge for the remainder of the battle. Can be used again to double the resistance for a turn. Calculated off of user's Yin when they take damage, not when they use the move.
-Level 1: When activated, increases the user's damage resistance by their Yin gauge for 3 turns. If the gauge increases, so does the resistance.
-Level 2: Now permanent after use, but does not stack with itself.
-Level 3: Can be activated again to double the resistance for one turn.
 
Third Form: Sky-Splitting Flash: A technique that launches the user in a direction at high speed, allowing gaps to be closed quickly. Tsubasa uses this to interpose herself between allies and foes. Intercepts 2+[Yin spent] attacks on targeted allies, carries over between turns.
-Level 1: Intercepts the next attack on target ally. Can spend Yin to increase the number of attacks intercepted this turn.
-Level 2: Intercepts carry over between turns.
-Level 3: Intercepts can now target multiple allies.
-Level 4: Intercepts an additional attack.
 
Fifth Form: Chain Lightning: Channels a destructive flow of energy, jumping from victim to victim along the path of least resistance. Costs 5 Yang. Attacks 3 times, targeting the nearest enemy in initiative to the original target for followups. Can hit the same enemy twice.
-Level 1: Attacks an enemy for [weapon] damage, then attacks the enemy nearest them for the same until 3 attacks have been performed.
-Level 2: Can retarget the same enemy once, if there are no other valid targets.
 
Sixth Form: Sweeping Current Surge: A strenuous, rapid stream of slashes that baffle, buffet, and cripple, striking multiple enemies at once. Costs 5 Yin. Deals [CON] damage to an enemy and each one above and below it in initiative, then reduces their damage by the same amount for 2 turns.
-Level 1: Select a target. To it and each enemy above and below it in initiative, deal [CON] damage. The victims have their damage reduced by the damage they take from this for 2 turns.
 

Equipment & Tricks:

Nichirin Sword: One of the few instruments capable of slaying a demon for good. Infused with sunlight, these weapons are infallible if wielded properly - but beware the incautious strike. They change colors based on the wielder. Tsubasa's blade takes on a vibrant blue scheme with a tendency to catch and reflect the light. Weight 3. Deals 4d6+DEX damage
-Level 1: Deals 1d6+DEX damage.
-Level 2: If an enemy takes extra damage from light or sun based attacks, they take extra damage from this weapon.
-Level 3: Enemies killed with this weapon cannot be revived. This effect may partially fail (based on GM discretion) on stronger enemies.
-Level 4: 2d6 damage.
-Level 5: 3d6 damage.
-Level 6: 4d6 damage.

Toa Heartlight (Untyped): Grants +2 damage reduction and +2 to Constitution.  Cannot be unequipped at this time.  Deals 5% of your MHP in nonlethal pure damage to you each round until you pass out.  Self-damage can be negated if you wear a Kanohi Mask of Power.

Kanohi Faxon: This mask has wide eye holes, and a swept-back helm. When worn, it color-coordinates with its wearer’s outfit.  It lets you emulate the abilities of animals that share the environment you are in. While wearing this mask, you can train tricks that let you do things you otherwise couldn’t if an animal you know of that shares the environment you are in could.  Of course, you still have to figure out how to do the trick.

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Cap and Gozer defend!

 

 

 

  Hide contents

Spray (Gozer, Cap)

Cap throws a handful of Stone Caltrops at enemies

Lower Init for 3 enemies by 3 each, if init hits zero, they are stunned

 

Celestial Spear (Cap, Blue Art)

Cramping Dackly's Signature Move, Cap throws a spear at an enemy made of Celestial Magic.

Deals 1d10+Int Damage, but the enemy's next attack on Cap will deal 1d10+Attacking Stat Damage to them.

 

Slingshot (Cap)

Cap learns how to slingshot himself gravitationally at a target, smashing into them to deal damage.

Deals Int+1d6 Damage to the target, and Int Damage to both the user and a target.

 

Emerald Font

A small emerald which glistens with some kind of condensation, and glows with an inner light, anyone holding it would feel better, but not much.

The user is healed for CON/4 + 1 HP per turn.

 

Emerald Font

A small emerald which glistens with some kind of condensation, and glows with an inner light, anyone holding it would feel better, but not much.

The user is healed for CON/4 + 1 HP per turn.

 

Toa Heartlight (Untyped)

The ancient mechanisms of the Toa Canister have transformed you into a creature of Bionicle! But without a source of elemental power, only some of its features have been unlocked.

Grants +2 damage reduction and +2 to a stat chosen when equipped.
Cannot be unequipped at this time.
Deals 5% of your MHP in nonlethal pure damage to you each round until you pass out.
Self-damage can be negated if you wear a Kanohi Mask of Power.

 

Matoran Kanohi Mask

This artifact allows beings of Bionicle to properly control and contain their powers. Without one, even the mightiest Toa can be humbled. Some masks can also grant special powers, but these do not. They are enough to keep you alive and healthy, though.

Can be knocked off by a critical hit, requiring a round to recover and put back on.

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  • 2 weeks later...

Cell uses his basic defense, reducing incoming damage!

 

Tsubasa smacks Bazelgeuse with her Nichirin Sword, dealing 36 damage!

 

Hikari also attacks Bazelgeuse with a sword, dealing 17 damage!

 

Travis fires his really big gun at Bazelgeuse, dealing 21 damage!  BOOM!  The explosive scales on Bazelgeuse's tail detonate, sending the end flying off!

 

Bazelgeuse roars in pain!  Bazelgeuse is no longer enraged!

 

Gozer and Cap use their basic defense.

 

Hahli stays in cover.

 

Edmond uses Quick Tune Up twice on Cell, restoring 46 HP but sacrificing 12 of his own.  He regenerates 7 HP.

 

Nuparu stays in cover.

 

Bazelgeuse charges Cell, slamming him with its face for 11 damage, and then exploding for 21 damage!

 

Bazelgeuse looks at its severed tail, looks at Travis, looks at a Nui-Rama corpse, and looks back to Travis.  With a rumbling growl, the gigantic creature grabs one of the dead Nui-Rama in one massive claw, and spreads its wings, preparing to lift off once more.

 

Status:

Spoiler

Cell:  60/128, harmed

Gozer and Cap:  20/51, emotionally compromised

Cicivexa:  0/60, DOWNED, Fruits of Hubris

Edmond:  48/65, a bit winded

Halhi:  19/40, healthy, wounded

Nuparu:  25/50, healthy, wounded

Tsubasa:  66/90, healthy, wounded, Eye of the Storm

Hikari:  43/65, healthy, light damage.

Travis:  64/90, healthy, light damage

BAZELGEUSE:  ???/???, 640 damage taken, celestial spear, CC Build 1

 

Init:

Spoiler

Cell:  12

Tsubasa:  11

Hikari:  10

Travis and Friends:  9

Gozer and Cap:  6

Halhi:  4

Edmond:  2

Nuparu:  2 (Lower dexterity)

BAZELGEUSE:  Goes Last

 

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Well, it wasn't regenerating the severed tail, and it hadn't shown any particular interest in her, so it probably wasn't a demon. In that case, Tsubasa was more than content to simply live and let live. "Hey, how about we let that thing leave with its dinner and figure the rest out now that all the other monsters around here are dead?" She tried to sound like it was a voluntary thing, but the way her chest was heaving as she gripped her sword indicated the real reason. 

 

Tsubasa defends.

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"Certainly. And maybe this time we can refrain from the self mutilation this time. This is all slightly more injuries than I'm used to dealing with." Edmond murmured, carefully stepping between Nui-Rama corpses. He'd begin with checking on Cicivexa, attempting to repair some of the scorched mechanical internals, and help him regain consciousness. It thankfully didn't seem lethal.

 

Begin healing folks, prioritizing Cicivexa, then getting around in order of seeming amount of injury.

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Travis' tank follows the retreat of the dragon... thingy for a few moments before stopping, a muffled curse indicating the likely reason for it's cessation being an inability to accurately fire upon the monster. After a few moments Travis pops out of the hatch and gets out, moving towards the rest of the group.

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Cell slowly lowers that smoking blue-white ice bow he had trained on the creature as it became apparent the others were ready to just have the fight end.  He put it away with a decidedly disappointed look on his face.

Wandering a bit closer back to camp he pulled out a bottle full of pinkish bubbling liquid, pulling the cork causes it to start flinging sparks and arcs of electricity.  Cell took a swig that caused his body to visibly light up and energize before he passed the rest of the bottle to Edmond.

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