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Trespassers V2: Tales of the Masks [IC]


DragonRage

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Toa Heartlight Equipped (+2 to CON)

Soryn Éclaire (100/100 HP)

Soryn drew from his own energy reserves and shot bolts of lightning straight towards Jade. Instead of harming his metal-clad ally, the electricity seems to only attach to the surface of Jade's being, and begin to race all across his body. It would seem that anything that came into contact with Jade would receive a burst of electricity...

 

The contents of the Blood Well ripple, even though it's probably a battery pack or something (68/120 Capacity) (Capacity updated at the start of every post).

 

Soryn sacrifices 25% of his current health [25] and casts Hemosphere on Jade with health of (Sacrificed HP + INT) [37].

When Hemosphere is destroyed, deal [Original Barrier health/2, rounded down, + INT] for a total of [30] damage.

Soryn thrives in the darkness...

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Primal Awakening is [INACTIVE].

Frenzy (Trick): Increase Soryn's initiative by 2 for every unique (once per enemy) Bleed Effect.

Currently Initiative bonus: +0.

 

Stats:

STR: 3      DEX: 3   INT:12

CON: 14  SYN: 0

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Jade draws a bead on the huge scorpion and fires a freezing shot!  He deals 55 damage to the arachnid, but does not hit either of its masks!  The creature's initiative is reduced by 2.

 

Cell uses a cryo-grenade on all the scorpions.  The large one seems mostly just angry, but several of the Kofo-Jaga actually freeze to death when hit.

 

The silver scorpion can't act right now!

 

Gozer and Cap use Spray, scattering caltrops everywhere and stunning the Silver Scorpion and some of the Kofo-Jaga.  But there's too many scorpions in the Kofo-Jaga swarm to fully immobilize them.

 

Cicivexa casts Blizzard on the Kofo-Jaga swarm, dealing 24 damage!  Their initiative is already zero...  Cicivexa gains Umbra.

 

Halhi slashes at the Kofo-Jaga with her machete, dealing 11 damage and slicing one of the little creatures to bits.

 

Soryn sacrifices 25 HP to give Jade a 37 HP barrier that deals 30 damage to whoever breaks it.

 

Edmond shoots the silver scorpion with the Long Arm of the Law, dealing 20 damage.

 

Nuparu loads a fist-sized blue fruit into his Clockwork Cannon.

 

The Kofo-Jaga can't act right now!

 

Hiroki attempts to Melt the Kofo-Jaga, dealing 19 damage!  The scorpions directly hit by the blast pop like popcorn, but the ones further away seem to drink in the heat and grow stronger...

 

The silver scorpion shakes off the icy attacks it withstood, steps on a bunch of caltrops, and is forced to spend the rest of its turn keeping its balance.

 

The cohesion of the Kofo-Jaga swarm has been disrupted!  It mills around, advancing forward somewhat, but doesn't get close enough to sting anyone.

 

Status

Spoiler

Jade:  55/55, healthy, Blood Barrier 37/37

Cell:  128/128, greedy

Gozer and Cap:  51/51, emotionally compromised

Cicivexa:  70/70, healthy, Umbra 3

Soryn:  75/100, lightly wounded, in darkness

Edmond:  65/65, healthy

Hiroki:  90/90, healthy

Halhi:  40/40, healthy

Nuparu:  50/50, healthy, Cannon Loaded

Silver Scorpion:  ?, Infected Mask (?), ?, annoyed, 75 damage taken.

Kofo-Jaga:  Hungry, disrupted

 

Initiative

Spoiler

Jade:  21

Cell:  12

Gozer and Cap:  6

Cicivexa:  6 (Lower dexterity)

Halhi:  4

Soryn:  3

Edmond:  2

Nuparu:  2 (Lower dexterity)

Silver Scorpion:  0

Kofo-Jaga:  0 (Lower dexterity)

Hiroki:  -4

 

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As a plan formulated in Cicivexa's little mind, and as Nuparu reasonably had no answer to his question, he found that he needed to test the new foe's resistances himself.

 

Cicivexa casts Fire Bolt on the Silver Scorpion, dealing 5d6+5d4+14 fire damage, with a 28% chance to deal 2x damage, and giving Cicivexa Astra for 1 turn (boosting the power of his next Fire spell by 10%). However, due to his Enochian flaw, he'll deal 0.5x less damage this turn (and also last turn, but I forgot to mention it, sorry). 

 

Spoiler

HP: 70/70
Init: 0 (+6) = 6

Constitution: 8
Dexterity: 0
Intelligence: 12 (+2) = 14
Strength: 0
Synergy: 10

 

Perks:
Astral Cycle: Whenever Cicivexa 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.

 

Offbeat: Certain spells have the "Offbeat" tag. Cicivexa can cast one Offbeat spell per turn, and doing so does not use an action. He cannot cast an Offbeat spell the turn after he has cast one. 

 

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

 

Enhanced Black Magic: 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:

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

 

Actions: 4/7 slots used
Blizzard: Deals WD*0.75 ice damage, and also deals INT Initiative Reduction.  Is a Blizzard spell

 

Fire Bolt: Deals WD+5d6 fire damage. Is a Fire Spell. Can only be cast while under Umbra

 

Swiftcast: Offbeat, Cooldown of 4 turns. Replicates the effect of any non-offbeat skill Cicivexa knows. The cooldown cannot be decreased via leveling. 

 

Manaward: Offbeat, once per encounter. All incoming damage is reduced by 50% for 3 turns. This reduction occurs before other sources of reduction. 

 

Equipment: 3/7 slots used
Stardust Rod Novus: Casts the Scathe spell, dealing 5d4+INT non-elemental damage. 


Felt Sash: Increases initiative by 6. 

 

Heartlight: +2 Damage Reduction, +2 INT, 5% MHP damage every turn without Mask. 

      |-> Mask of Power: Prevents heartlight's damage over time. 

 

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Cell noted the effectiveness of the ice grenade and wished he'd sorted his bag a little more efficiently so he could pull out another.  Instead he pulled out an odd sparkling orb he'd picked up in the Castle with one hand and held his sword, its edge now glowing bright orange, with the other.

 

He dashed forward, drawing power from the orb and slashing at the massive scorpion, attempting to sever the claw holding the pitted mask.

 

Cell uses Giant Killer on the Silver Scorpion and activates his Scintillating Orb to deal a total of 7d12+12 damage.

Giant Killer deals an extra 50% damage against Elite and Boss enemies.

 

Spoiler

 

Stats:

 

Level: 7(5)

HP: 128

Initiative: 12

Tokens: 3/5

 

Strength: 8

Dexterity: 12

Intelligence: 12

Constitution: 14

Synergy: 0

 

Actions:

 

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(duration of three).

 

Parry: aaannndd riposte.

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

 

Health Flask: Estus anyone?

Restores 3d6+[Int], usable once per encounter, not usable while cursed.

 

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.

 

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.

Level 2: Adds Oil Grenade.

Level 3: Adds Magnetic Grenade.

Level 4: Adds Flashbang.

Level 5: Adds Fire Grenade.

Level 6: Adds Ice Grenade.

 

Equipment:

 

Belier’s Rune(trick): La Brute.

Allows the user to dive downwards and create a shockwave when they land, negates fall damage and may destroy weak floors, the size and damage of the shockwave is based on the distance fallen and up to GM fiat.

 

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.

Level 1: Deals 1d10+[Dex] damage.

Level 2: Add one additional die.

Level 3: Add one additional die.

Level 4: Add one additional die.

Level 5: Add one additional die.

Level 6: Add one additional die.

Level 7: Add one additional die.

 

 

 

Scintillating Orb: An odd magical orb that absorbs light and magic.
Once per battle, it can be discharged to increase the die size on a given attack by one step. Adds SYN flat damage if dice are already d12s or higher.

 

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Determined to get one of the silver scorpion's masks off, Jade fires another bullet trying to blast it off it's face once more. Taking in a deep breath and steadying his arm he locks onto the mask he shot at before and pulls the trigger. The end of Ace's barrel grows frost but then quickly melts away due to the heat in the cave.

 

Jade fires off Ace of Spades' Basic attack that deals (2d6+26)*1.5 damage and inflicts -2 Init with a 26% chance to crit and deal triple damage

Dodge chance: 28%

 

 

 


5:6 Cryo Ammo

Level: 5

HP: 55
Init: 22

Stats: [10+Lv*4] = 30 + 1 Dex*Lv from Perk
Constitution: 5
Dexterity: 12+2
Intelligence: 12
Strength: 5
Synergy: 1+3

Perks/Flaws:
Swift Sparrow: This character dodges incoming attacks, having a Base DEX*2 chance.
Quickdraw: Deal 1.5x damage against targets that are behind Jade in the initiative order. If an enemy has more than 1 action per turn Jade must be ahead of 50% or more of their turns
Hawk-Eye’d Shot: DEX+INT (Both Base Stats) chance to do 3x damage with a Firearm’s basic weapon damage.
Darting Marksman: Jade gains +1 Dex  for every level

Too Focused (Flaw): Due to Jade focusing too much during combat while aiming it makes it harder for him to recover when that focus is lost. Stuns last 1 more turn when afflicted on Jade.
 

Actions: 4/7 Slots
Twitchy Reflexes: Jade always seems to have an itchy trigger finger and is always ready to enter combat.
Base: Add +4 to Jade’s initiative roll
-Level 2: Now adds +8 to Jade’s initiative roll (3 AP)

1000-Yard Stare: With his keen sight, Jade is able to judge and hit bulls-eyes from great distances.
Base: Add 1/4 of Intelligence to Firearm Attack Damage
Level 2: All Firearm Attacks now add 1/2 of Intelligence
Level 3: All Firearm Attacks now add 3/4 of Intelligence
Level 4: All Firearm Attacks now add All of Intelligence. This action can no longer receive levels that increase damage based on Intelligence (5 AP)

 

Combat Roll: A quick roll out of danger. 
-Base: Increase Evasion chance by 1.5 for 1 turn. 3 Turn cooldown
-Level 2: You can now reload during roll
-Level 3: Cooldown reduced to 2 Turns
-Level 4: Evasion Chance increases by 2.0 (5 AP)

 

Fan the Hammer: Quickly unload bullets into one enemy. 
Base: Fires 1d6 worth of bullets fired. Deals (Firearm Basic Attack damage/3) Per Bullet. Each bullet counts as an attack. This gains no bonuses that add to Firearm Basic Attacks. 4 Turn Cooldown
-Level 2: Now fires 1d6+2 worth of bullets
-Level 3: Now fires 1d6+4 worth of bullets
-Level 4: Jade can now choose how many bullets are fired
-Level 5: damage calculation is now (Firearm Basic Attack damage/2) Per Bullet (6 AP)

 

Equipment: 3/7 Slots

 

Hat of the Precursors
Description: This worn cowboy hat has been enhanced with ancient technology, breathing new life into a beloved accessory. However due to this technology it’s quite heavy and reduces the Initiative by 5-Str
Base: Reduce all damage from all sources by 1
-Level 2: When making basic weapon damage with a Firearm add 1d6 Plasma damage
-Level 3: Grants +3 Synergy to the wearer

 

 

 

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. (Dex)  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.

 

Ace of Spades
Description: A revolver fancy revolver made by Jade himself. It can use multiple types of ammo though it can only hold 6 bullets at a time. Must spend an action to reload when magazine is empty. The recoil is hard to manage and thus reduces the users Initiative by 5-Str
-Base: 1d6+Dex+Ammo Effects, Basic Ammo: Adds 1d6 to damage

 

Ammo List:

Cryo Ammo: Bullets filled with a chilling cryogenic substance 
-Base: -2 Initiation per bullet

Pyro Ammo: Bullets that get set ablaze with fire 
-Base: +2 damage and once hit 3 bullets hit a target deal 4d4 Fire Damage

Shock Ammo: Bullets charges with large amounts of electric energy. 
-Base: Has a 20% chance to paralyze the target per hit
 

 

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Hiroki attacks the Silver Scorpion with a Giga Flare.



HP: 90
Init: -4


Stats:

 
  • Constitution: 12
  • Dexterity: 2
  • Intelligence: 9
  • Strength: 4
  • Synergy: 12


Relevant Perks:

  • Superiority - Hiroki's relentless assault deals 1.5x damage against targets that are under 50% health.
  • Hellfire Mantle - Grants the actions Hellfire Mantle and Unleash Hell.
  • Divine Challenge - Grants the action Divine Challenge.
  • Stop Mocking Me! (Flaw) - Hiroki automatically fails checks against mental ailments the first time one is incurred, and takes 50% more damage from mental attacks. 


Actions:

 

Hellfire Mantle: The Hellfire Knight's signature ability. It disables all other actions while active, but reduces all incoming damage by half of Hiroki's SYN, and inflicts full SYN damage on anyone that attacks her while it is active.
-Base: Shield of SYN/2, and the same damage.
-Level 2: Increase damage by SYN/2. This action can no longer recieve levels that increase its damage based on SYN. 

 

Unleash Hell: Discharges the Hellfire Mantle at between 1 and 3 opponents. Deals 3d4+SYN to one, 2d4+SYN to two, or 1d4+SYN damage to three targets. Can only be used to end Hellfire Mantle. 4 turn cooldown.

 

Divine Challenge: As a free action, force an enemy to target you with at least one attack for the next 2 turns.
-Base: Taunt a single enemy for 1 turn as a free action. 2 turn cooldown.
-Level 2: Increase duration by 1 turn.
-Level 3: Decrease cooldown by 1 turn.
-Level 4: Remove cooldown.
-Level 5: Taunting a new enemy no longer removes the old taunt.

 

Curtain Fire: Hiroki fires a massive wave of plasma into her enemies, dealing SYN damage to each within 5 initiative of a target. 1 turn cooldown.
-Base: Deals SYN damage to all enemies within 5 initiative of a target, on a 3 turn cooldown.
-Level 2: Decreases cooldown by 1 turn.
-Level 3: This attack cannot be dodged.
-Level 4: Reduces cooldown by 1 additional turn.
-Level 5: This action can be used as a free action, but will go on cooldown for 4 turns.

 

Melt: Diverts power to Hiroki's main weapon and deals an armor-busting attack, dealing unreduced, undodgeable damage. 3 turn cooldown.
-Base: Deals weapon damage while ignoring reductions. 3 turn cooldown.
-Level 2: This attack is now undodgeable.

 

Giga Flare: Hiroki unleashes a full barrage with her equipped weapons on a target, dealing double her weapon's normal dice in damage+SYN+INT. 5 turn cooldown.
-Base: Deals double weapon dice+SYN damage, 5 turn cooldown. 
-Level 2: Adds INT/2 damage.
-Level 3: Adds INT damage.

 

Hellfire Plate (Trick): The tough armor that makes up the body of the Hellfire Knight. It is quite heavy, sacrificing maneuverability for raw protective power. This piece of equipment always causes -5 INIT in encumbrance penalties, but reduces all incoming damage except mental by 4.
Base: -2 damage from all sources but mental. -5 INIT, always.
Craft Level 2: Reduces damage from physical sources by 1 additional point.
Craft Level 3: Reduces damage from energy sources by 1 additional point.
Craft Level 4: Further reduces physical damage by 1 point.
Craft Level 5: Further reduces energy damage by 1 point. 

 

Main Cannon: The gun that delivers most of Hiroki's damage. Reduces INIT by 5-STR (and cannot increase it.) Deals 2d6+SYN damage, with a 10% chance to deal an extra 2d6.
Base: Weight 5, damage 1d6+SYN.
Craft Level 2: Adds a d6 of damage.

-Level 3: Accurized: Gains a 5% chance to double the dice rolled for an attack.

-Level 4: Increases critical chance by another 5%.

 

Toa Heartlight (SYN) - 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. Grants an extra action slot for equipping masks. 

 

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. 

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Cap uses Celestial Spear, striking the Silver Scorpion and dealing 1d10+14 Damage!  The Scorpion's next attack on Cap will deal 1d10+Attacking Stat Damage!

 

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Level 1 Royal Guard: (Gozer, Blue Art) Gozer assumes a powerful stance, preparing to absorb incoming attacks. 

Gozer predicts that a specific target will be attacked by a specific other target, if he is correct, the attack is negated, and D&G gain a damage boost equal to the damage negated, which is added to their next attack.  This action takes place immediately before the attack being blocked does.
--
Level 1: (Cap, Blue Art) Celestial Spear: 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.
--
Level 1: (Gozer, Cap) Spray: Cap throws a handful of Stone Caltrops at enemies, lowering Init for 3 enemies by 3 each, if init hits zero, they are stunned"
--

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 Int 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.
--

Name: Emerald Fonts
Description: 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.

 

-Level 1:

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

--

Name: Emerald Fonts
Description: 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.

 

-Level 1:

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

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Attack with Long Arm of the Law rifle shooting the Silver Scorpion, dealing 2d8+INT damage, enemy dodge reduced by 10% (if they have a 20% dodge chance, make it 10%). 2 points global damage reduction, 4 points physical damage reduction.

 

Spoiler

Level: 5

HP: 65

 

Damage Reduction: 2 points global, reduce physical damage by 4 points (doubled against bullets).

 

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.

 

7/7 Slots used:

 

 

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.

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.

 

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.

 

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.

 

Toa Heartlight (INT) - 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. Grants an extra action slot for equipping masks.

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. 

 

 

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Toa Heartlight Equipped (+2 to CON)

Soryn Éclaire (75/100 HP)

Soryn drew from his own energy reserves and shot bolts of lightning straight towards Jade. Instead of harming his metal-clad ally, the electricity seems to only attach to the surface of Jade's being, and begin to race all across his body. It would seem that anything that came into contact with Jade would receive a burst of electricity...

 

The contents of the Blood Well ripple, even though it's probably a battery pack or something (68/120 Capacity) (Capacity updated at the start of every post).

Soryn thrives in the darkness...

 

Soryn sacrifices [12] health and casts Impale on the Kofo-Jaga, dealing (INT [12]+ 45% of missing health, after skill cost), for a total of [28] damage!

 

Primal Awakening is [INACTIVE].

Frenzy (Trick): Increase Soryn's initiative by 2 for every unique (once per enemy) Bleed Effect.

Currently Initiative bonus: +0.

 

Stats:

STR: 3      DEX: 3   INT:12

CON: 14  SYN: 0

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Jade fires a bullet into the silver scorpion.  He misses the mask, but connects solidly, dealing 49 damage!

 

Cell activates his Scintillating Orb and swings his Giant Killer at the silver scorpion, dealing 69 damage!

 

Cap stabs the Silver Scorpion with his spear, dealing 19 damage.  The silver scorpion's next attack on Cap will deal 1d10 + 45 damage instead of the usual amount!

 

Cicivexa casts Fire Bolt on the silver scorpion, dealing 12 damage!  He gains a stack of Astra, increasing fire spell damage by 10%.

 

Halhi slices up a Kofo-Jaga with her machete, dealing 8 damage to the swarm.

 

Soryn uses Impale, dealing 28 damage to the Kofo-Jaga by paying 12 HP.

 

Edmond shoots the silver scorpion with his long gun, dealing 22 damage!

 

Nuparu fires his clockwork cannon, launching a large blue fruit into the midst of the Kofo-Jaga swarm.  The scorpions instinctively recoil from the horrible stench, and so do Cell and Soryn!  "Ack!  Sorry!"  He shouts, upon realizing that some of his allies are vulnerable to the fruit's effects.

 

Soryn and Cell no longer want to advance down the tunnel...

 

The silver scorpion hisses angrily and points its tail straight at Cicivexa.  A bubbling sphere of magma four feet across builds at the tip of its stinger, where a less terrifying scorpion might keep its poison.

 

The Kofo-Jaga swarm is disrupted by Soryn's attacks and the awful stench from Nuparu's fruit.  They mill around without advancing.

 

Hiroki uses her Giga Flare on the magma scorpion, dealing 35 fire damage!

 

Initiative

Spoiler

Jade:  21

Cell:  12

Gozer and Cap:  6

Cicivexa:  6 (Lower dexterity)

Halhi:  4

Soryn:  3

Edmond:  2

Nuparu:  2 (Lower dexterity)

Silver Scorpion:  0

Kofo-Jaga:  0 (Lower dexterity)

Hiroki:  -4

 

Status

Spoiler

Jade:  55/55, healthy, Blood Barrier 37/37

Cell:  128/128, Madu Fruit

Gozer and Cap:  51/51, emotionally compromised

Cicivexa:  70/70, healthy, Umbra 2, Astra 1

Soryn:  62/100, lightly wounded, in darkness, Madu Fruit

Edmond:  65/65, healthy

Hiroki:  90/90, healthy

Halhi:  40/40, healthy

Nuparu:  50/50, healthy, Cannon Loaded

Silver Scorpion:  ?, Infected Mask (?), ?, battered, 270 damage taken, Knock-Off Spear (Next attack on Cap will deal 1d10 + 45 damage), Madu Fruit

Kofo-Jaga:  Hungry, disrupted, Madu Fruit

 

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Without wasted movement, Gozer slides between Cicivexa and the scorpion.  Blankly shifting into what looks like a cross-armed block as green light flares from them.

 

Gozer uses Royal Guard. He predicts that The Silver Scorpion will attack Cicivexa next turn, and if he's right, he negates the attack and adds it's damage to his next attack.

 

Spoiler

Level 1 Royal Guard: (Gozer, Blue Art) Gozer assumes a powerful stance, preparing to absorb incoming attacks. 

Gozer predicts that a specific target will be attacked by a specific other target, if he is correct, the attack is negated, and D&G gain a damage boost equal to the damage negated, which is added to their next attack.  This action takes place immediately before the attack being blocked does.
--
Level 1: (Cap, Blue Art) Celestial Spear: 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.
--
Level 1: (Gozer, Cap) Spray: Cap throws a handful of Stone Caltrops at enemies, lowering Init for 3 enemies by 3 each, if init hits zero, they are stunned"
--

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 Int 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.
--

Name: Emerald Fonts
Description: 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.

 

-Level 1:

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

--

Name: Emerald Fonts
Description: 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.

 

-Level 1:

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

 

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"Well that looks highly dangerous. Try not to get hit by that." After stating the obvious, Edmond opens fire again.

 

Attack with Long Arm of the Law rifle shooting the Silver Scorpion, dealing 2d8+INT damage, enemy dodge reduced by 10% (if they have a 20% dodge chance, make it 10%). 2 points global damage reduction, 4 points physical damage reduction.

 

Spoiler

Level: 5

HP: 65

 

Damage Reduction: 2 points global, reduce physical damage by 4 points (doubled against bullets).

 

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.

 

7/7 Slots used:

 

 

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.

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.

 

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.

 

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. 

 

Toa Heartlight (INT) - 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. Grants an extra action slot for equipping masks.

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. 

 

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Cicivexa noticed the way the Silver Scorpion was telegraphing its next attack, and how Gozer was already gearing up to protect him. I guess I'm safe to go all out... 

 

"Bomb-Bearing... Being, can you spare an oil flask? I intend on finishing this trifle."  A large surge of aether burst from Cicivexa, as two bolts were fired from his rod, erupting into violent eruptions upon contact with their target(s). 

 

Cicivexa cast Fire Bolt on the Silver Scorpion, dealing ((5d4+14+5d6)*1.1 from Astra) fire damage, with a 28% crit chance to deal 2x damage, and giving Cicivexa Astra for 1 turn. He then uses his Offbeat action to cast a second Fire Bolt on the Silver Scorpion. 

 

If the Silver Scorpion is dead before one or both of these attacks can hit, the unused actions will instead be used casting Blizzard on the Kofo-Jaga, each dealing ((5d4+14)*0.75) ice damage, 28% chance to crit for 2x damage, and giving Cicivexa Umbra for 3 turns. 

 

Spoiler

HP: 70/70
Init: 0 (+6) = 6

Constitution: 8
Dexterity: 0
Intelligence: 12 (+2) = 14
Strength: 0
Synergy: 10

 

Perks:
Astral Cycle: Whenever Cicivexa 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.

 

Offbeat: Certain spells have the "Offbeat" tag. Cicivexa can cast one Offbeat spell per turn, and doing so does not use an action. He cannot cast an Offbeat spell the turn after he has cast one. 

 

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

 

Enhanced Black Magic: 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:

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

 

Actions: 4/7 slots used
Blizzard: Deals WD*0.75 ice damage, and also deals INT Initiative Reduction.  Is a Blizzard spell

 

Fire Bolt: Deals WD+5d6 fire damage. Is a Fire Spell. Can only be cast while under Umbra

 

Swiftcast: Offbeat, Cooldown of 4 turns. Replicates the effect of any non-offbeat skill Cicivexa knows. The cooldown cannot be decreased via leveling. 

 

Manaward: Offbeat, once per encounter. All incoming damage is reduced by 50% for 3 turns. This reduction occurs before other sources of reduction. 

 

Equipment: 3/7 slots used
Stardust Rod Novus: Casts the Scathe spell, dealing 5d4+INT non-elemental damage. 


Felt Sash: Increases initiative by 6. 

 

Heartlight: +2 Damage Reduction, +2 INT, 5% MHP damage every turn without Mask. 

      |-> Mask of Power: Prevents heartlight's damage over time. 

 

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Cell put away his sword for a second and reached into his bag to pull out an oil flask as requested, but found it empty.  Stupid thing was never recharged when he needed it again, last time he'd ever steal a magic relic from that guy.

Oh well, he pulled his hand out and shrugged at Cicivexa while shaking his head.

 

Seeing the smoking fruit on the ground he decided advancing was overrated and instead summoned up a hazy aura surrounded by rings of golden symbols.

 

Cell activates Aura of Laceration, causing any enemy that targets him with a melee attack within the next three rounds to take 12 damage.

 

Spoiler

 

Stats:

 

Level: 7(5)

HP: 128

Initiative: 12

Tokens: 3/5

 

Strength: 8

Dexterity: 12

Intelligence: 12

Constitution: 14

Synergy: 0

 

Actions:

 

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(duration of three).

 

Parry: aaannndd riposte.

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

 

Health Flask: Estus anyone?

Restores 3d6+[Int], usable once per encounter, not usable while cursed.

 

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.

 

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.

Level 2: Adds Oil Grenade.

Level 3: Adds Magnetic Grenade.

Level 4: Adds Flashbang.

Level 5: Adds Fire Grenade.

Level 6: Adds Ice Grenade.

 

Equipment:

 

Belier’s Rune(trick): La Brute.

Allows the user to dive downwards and create a shockwave when they land, negates fall damage and may destroy weak floors, the size and damage of the shockwave is based on the distance fallen and up to GM fiat.

 

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.

Level 1: Deals 1d10+[Dex] damage.

Level 2: Add one additional die.

Level 3: Add one additional die.

Level 4: Add one additional die.

Level 5: Add one additional die.

Level 6: Add one additional die.

Level 7: Add one additional die.

 

 

 

Scintillating Orb: An odd magical orb that absorbs light and magic.
Once per battle, it can be discharged to increase the die size on a given attack by one step. Adds SYN flat damage if dice are already d12s or higher.

 

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Jade was getting frustrated at this point, enough with trying to shoot off it's damn mask. Just a bullet to the head is good enough at this point.

 

Jade fires off Ace of Spades' Basic attack that deals (2d6+26)*1.5 damage and inflicts -2 Init with a 26% chance to crit and deal triple damage

Dodge chance: 28%



4/6 Cryo Ammo

Level: 5

HP: 55
Init: 22

Stats: [10+Lv*4] = 30 + 1 Dex*Lv from Perk
Constitution: 5
Dexterity: 12+2
Intelligence: 12
Strength: 5
Synergy: 1+3

Perks/Flaws:
Swift Sparrow: This character dodges incoming attacks, having a Base DEX*2 chance.
Quickdraw: Deal 1.5x damage against targets that are behind Jade in the initiative order. If an enemy has more than 1 action per turn Jade must be ahead of 50% or more of their turns
Hawk-Eye’d Shot: DEX+INT (Both Base Stats) chance to do 3x damage with a Firearm’s basic weapon damage.
Darting Marksman: Jade gains +1 Dex  for every level

Too Focused (Flaw): Due to Jade focusing too much during combat while aiming it makes it harder for him to recover when that focus is lost. Stuns last 1 more turn when afflicted on Jade.
 

Actions: 4/7 Slots
Twitchy Reflexes: Jade always seems to have an itchy trigger finger and is always ready to enter combat.
Base: Add +4 to Jade’s initiative roll
-Level 2: Now adds +8 to Jade’s initiative roll (3 AP)

1000-Yard Stare: With his keen sight, Jade is able to judge and hit bulls-eyes from great distances.
Base: Add 1/4 of Intelligence to Firearm Attack Damage
Level 2: All Firearm Attacks now add 1/2 of Intelligence
Level 3: All Firearm Attacks now add 3/4 of Intelligence
Level 4: All Firearm Attacks now add All of Intelligence. This action can no longer receive levels that increase damage based on Intelligence (5 AP)

 

Combat Roll: A quick roll out of danger. 
-Base: Increase Evasion chance by 1.5 for 1 turn. 3 Turn cooldown
-Level 2: You can now reload during roll
-Level 3: Cooldown reduced to 2 Turns
-Level 4: Evasion Chance increases by 2.0 (5 AP)

 

Fan the Hammer: Quickly unload bullets into one enemy. 
Base: Fires 1d6 worth of bullets fired. Deals (Firearm Basic Attack damage/3) Per Bullet. Each bullet counts as an attack. This gains no bonuses that add to Firearm Basic Attacks. 4 Turn Cooldown
-Level 2: Now fires 1d6+2 worth of bullets
-Level 3: Now fires 1d6+4 worth of bullets
-Level 4: Jade can now choose how many bullets are fired
-Level 5: damage calculation is now (Firearm Basic Attack damage/2) Per Bullet (6 AP)

 

Equipment: 3/7 Slots

 

Hat of the Precursors
Description: This worn cowboy hat has been enhanced with ancient technology, breathing new life into a beloved accessory. However due to this technology it’s quite heavy and reduces the Initiative by 5-Str
Base: Reduce all damage from all sources by 1
-Level 2: When making basic weapon damage with a Firearm add 1d6 Plasma damage
-Level 3: Grants +3 Synergy to the wearer

 

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. (Dex)  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.

 

Ace of Spades
Description: A revolver fancy revolver made by Jade himself. It can use multiple types of ammo though it can only hold 6 bullets at a time. Must spend an action to reload when magazine is empty. The recoil is hard to manage and thus reduces the users Initiative by 5-Str
-Base: 1d6+Dex+Ammo Effects, Basic Ammo: Adds 1d6 to damage

 

Ammo List:

Cryo Ammo: Bullets filled with a chilling cryogenic substance 
-Base: -2 Initiation per bullet

Pyro Ammo: Bullets that get set ablaze with fire 
-Base: +2 damage and once hit 3 bullets hit a target deal 4d4 Fire Damage

Shock Ammo: Bullets charges with large amounts of electric energy. 
-Base: Has a 20% chance to paralyze the target per hit

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Toa Heartlight Equipped (+2 to CON)

Soryn Éclaire (62/100 HP)

 

The contents of the Blood Well ripple, even though it's probably a battery pack or something (96/120 Capacity) (Capacity updated at the start of every post).

Soryn thrives in the darkness...

 

Soryn sacrifices [12] health and casts Impale on the Kofo-Jaga, dealing (Nocturnal Modifier)[1.3]*(INT [12]+ 45% of missing health, after skill cost), for a total of [44] damage!

 

  Hide contents

Primal Awakening is [INACTIVE].

Frenzy (Trick): Increase Soryn's initiative by 2 for every unique (once per enemy) Bleed Effect.

Currently Initiative bonus: +0.

 

Stats:

STR: 3      DEX: 3   INT:12

CON: 14  SYN: 0

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  • 2 weeks later...

Gozer is ready to intercept an attack from the magma scorpion to Cicivexa...

 

Jade fires a shot at the scorpion, and blasts the silver mask clean off with a crit!  The bullet ricochets off the mask at the perfect angle to strike the head, dealing 157 damage!

 

Cell sets up his Aura of Laceration.

 

Cicivexa launches two firebolts at the magma scorpion, dealing 90 damage!  The first one sears its flesh, and the second knocks the rusty mask off its claws!  The lava ball on the scorpion's tail cools and reflexively fires, launching a huge rock at the black mage.  Gozer eats it.  The enormous scorpion immediately turns and burrows into the wall with its claws, swiftly disappearing before collapsing its tunnel behind it.  Without their leader, the Kofo-Jaga also decide they've had enough, and flee back down the tunnel en masse.

 

The tunnel somehow feels a bit brighter now, and you can see the faint gleam of a small altar further down the tunnel, upon which a fist-sized stone rests.

 

ITEM ACQUIRED! 

 

Toa stone of Earth.  This stone is imbued with elemental power, and could be used to help create or strengthen actions or abilities of the associated element.

 

ITEM ACQUIRED! 

 

Kanohi Kaukau, the Great Mask of Water Breathing.  

This silvery, metal mask is reminiscent of a diver’s regulator and face mask.  The mask is a single, solid piece of metal, yet the area over the eyes is somehow translucent and does not restrict vision.  When worn, the mask color-coordinates with the wearer’s outfit.  Wearing the mask allows you to breathe water and air with equal ease when worn.  Grants 50% resistance to the effects of atmospheric pressure, water and air alike.  It's incompatible with other masks.  Like all Kanohi, it can cancel the HP drain effect of a heartlight.

 

With the Toa Stone retrieved, Nuparu leads the group back toward the surface, but not before smashing the infected mask with a big rock until it snapped in half.  Now is the time to plan your next course of action, question your local guides, figure out who if anyone should use the Great Mask, and any other business that needs attending to...

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After the... Medusa incident, Cicivexa knew he and his party would have to place a great deal more scrutiny into which route they were to take next. Nothing could be assumed. 

 

"Halhi, which of the four remaining stones' locations do you believe we would have the greatest likelihood of encountering more Rahi, or Makuta?" They needed to get those ones out of the way before Medusa could return from her rest. Who knows what sorts of threats she could provide, especially with her 'Crack Pot' at hand?

 

"Furthermore, are there any more masks like that?" He pointed towards the Kanohi Kaukau. "Ones that can help us navigate the route to the water stone. A one-man mission sounds especially risky."

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Hiroki looked around the tunnel. Systems weren't picking up any more targets incoming, so that seemed to be dealt with, at least. She was still a bit unsettled, to say the least, at Dackly suddenly doing what she did. What made you think you could trust her? Fortunately, there were plenty of other distractions to be had. Reluctantly, she dismissed her armor, dropping to the tunnel floor lightly as she lost the height the suit of mechanized weaponry gave her.  "I think we, um, should go find the air stone. If it makes, um, air, it should help us get the water, um, stone."

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"I don't know where we could get another Great Mask of Water Breathing.  I didn't even know this one was here," Halhi shares, "Legend holds that the Makuta stole the Great Masks of Power to keep the Toa from getting them when they arrived, but was unwilling to destroy such useful tools.  So he hid them all over the island.  Toa of Air can create air from nothing, or so Turaga Matau says, but I don't know exactly how Toa Stones are related to the Toa.  The Turaga always said all six stones needed to be united to be used, and even then they'll only respond if the user is destined to become a Toa.  Aside from that...  If there's any place where we could unlock the power of the stones, the shrine of Kini-Nui would be it.  It's the holiest place on the island."

 

"But the person among you who looked most likely to be aligned with air...  Kinda... Joined the Makuta," Nuparu points out, "You guys aren't Matoran, so...  Maybe it works differently for you?   But if any of you could wield the element of air, I'd have bet on it being Dackly."

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"How do you judge that? And could you do the same for the rest of us, determining where we'd likely be aligned if we are at all? It may be useful in determining whether we should choose a different stone." He paused a moment, pondering the next question before asking, "Could any of the other stones make something which could hold in a bubble of air?"

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"Are we supposed to be expecting the same sort of welcome at every... other stone?" Soryn said disdainfully, as he dispersed the remaining electricity from Jade. Even as they were ascending back to the surface, Soryn was giving a cautious eye behind them, as who knows if anything decided to come skittering back along with them. Their encounter with the Makuta had left him a little rattled. "I certainly wouldn't mind if the other places were more accommodating."

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"Well, in general, blue armor means water, green means air, white means ice, red means fire, brown or tan means stone, and black means earth," Halhi shares, "But those are kinda stereotypes, and they don't always hold up.  Sometimes there are purple Onu-matoran, aligned with earth, or blue Ta-matoran, aligned with fire.  I've also heard tales of Toa wielding completely different elements, like electricity or sound.  It's hard to tell for sure."

 

"Other elements to create a way to breathe underwater...  With power over water, you could push the fluids away and make a bubble of air!  But that's the one that's underwater...  Or we could make a diving bell out of ice!  Wait, no, ice floats.  Make it out of stone?  That would be too heavy to carry, though.  Make it out of ice and then coat it with stone?"  Nuparu theorizes, "Yes!  We could tune it for neutral buoyancy, and simply walk out to where the stone is!"

 

"You'd run out of air," Halhi informs him, "The temple where the water stone is hidden is pretty far out, and there isn't a boat on the island that can support that much weight, and even if it would be fine to start with the ice would melt too fast.  In case you haven't noticed, we're on a tropical island.  The water is pretty warm.

 

"I don't know what kind of defenses the other stones have.  If the Makuta knows where they are, he'll have set his Rahi beasts to keep us from getting them.  But the Turaga said the stones were hidden before the Makuta arrived at the island, and everyone has been careful not to discuss their locations outside of brightly lit areas.  I don't think he knows where they all are."

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Cell hadn't had much to add after the fight, he simply put away his weapons and spent a little time examining the new toy he'd gotten.  It wasn't until the conversation moved to needing to figure out a way to breath that he actually had something meaningful to add again.

 

So he moved over to near where the two locals were standing and thought for a second, deciding the best course of action to express what he meant.  It was at that moment of realization that he reached up, detached his head from his body(all but a single "string" of moss), threw it back and forth between his hands, and the reattached it.

 

 

Then he just stood there, smiling like a maniac expecting them to know exactly when he meant.

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