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NECRONOMICOMICON [Trespassers DC Subplot]


DragonRage

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Thunderlord fires her namesake weapon with a Flickshot across the Deadites after Harry heals her, dealing 4d10+DEX (7) damage.

 

 

Name: Thunderlord
Age: ?
Gender: F
Sex: N/A
Race: Some midpoint of Exo and T-doll
Appearance: A mottled, tattered cloak in blues and grays conceals most of Thunderlord's appearance at a glance, though a black box of some variety lies haphazardly across the left side of the back and shoulder - it might be some kind of radio. The blue, gray, and black color scheme continues across her clothing, which is simple, practical, and suitable for long journeys. It emphasizes ease of movement over protecting the wearer, though it still does the latter. Her eyes are an electrical blue, and while she is quite short at only 4'7", she has a presence that gives one the impression of much greater height. She is never seen without her namesake weapon.
 
Personality: Quiet and quite grounded, if occasionally too occupied with thinking about the future to deal with the present. Enjoys exploration of both places and ideas. Liable to act without actually telling anyone what she's doing.

HP: 13
Current Merit: 0
Total Merit: 0
 
Stats:

 

  • Essence: 3
  • Constitution: 1
  • Dexterity: 7
  • Intelligence: 3
  • Resistance: 1
  • Strength: 1
  • Synergy: 2

 
Perks:
They Rest Quiet on Fields Afar. . .: Grants the soulbound item "Thunderlord."
. . .For This Is No Ending. . .: Thunderlord has HP and all HP-boosting effects reduced by 40%, but will resurrect a full turn after taking lethal damage, once per encounter.
. . .But The Eye: Whenever Thunderlord is resurrected, she regains the usage of all actions that are usable more often than once per encounter, and all ramping actions are set to their maximum.
 
Flaw: No Firewall: Thunderlord's various firmwares are designed to fend off completely alien networks and interface with virtually any human network. As a result, she is vulnerable to cyberattacks, and enemies lacking any explicit ones but having the capability can use an action to roll an opposed INT check to stun her for a round.
 
Actions:
 
-Actives
Flickshot: Thunderlord rakes her fire across the enemy's weak point, dealing increased damage. Doubles critical chance on wielded weapons, and deals an extra die of damage should the weapon not have a critical chance.  2 turn cooldown.
 
Akimbo: Snaps off a shot with a one-handed weapon as a free action. 3 turn cooldown.

Agility: Thunderlord dodges and mitigates incoming attacks, granting a pool of temporary HP equal to her DEX. This temporary HP does not stack or decay.


-Passives
One with the Gun: Adds half of Thunderlord's INT to crafting attempts involving firearms. Double this bonus if it is a light machine gun or similarly-sized weapon.
 
-Trumps
 
Equipment:
Thunderlord: A powerful machine gun, and the chassis around which this particular T-doll was designed. It has a devastating combination of damage and rate of fire, each shot increasing the speed with which the next arrives. Deals (1+n)d8+DEX damage, where n is the number of times the weapon has been attacked with previously, up to a maximum of 2+the number of worlds that Thunderlord has cleared. Damage resets if the user does not fire it at least once in a round. (Worlds Cleared: 0)
-Soulbound
-Merit Level: Increases die to 1d10. This is the maximum die size for this weapon.
 
Incredibly Old Cloak: Has a lot of. . . character. Increases wearer's DEX by 1 for the purpose of saves and other evasive purposes, and 2 for the purposes of stealth.
 
Throwing Knife: An old, but well-cared for knife balanced for throwing. Deals 1d4+DEX damage. 25% crit chance if used at range.

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Sha'tith takes a couple steps over to Aquila and assumes the position, he also prepares to distract the woman with a gout of flames and grab the Necronomicomic.

 

Sha'tith uses Flame Breath as a Free action on Doc Oct for 2d6+3 fire damage and 1d4 bleeding damage.

He also prepares to grab the Necronomicomic on his fly past.

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On 12/19/2019 at 9:18 PM, Strider said:

Harry cocked his head listening to Alan's message. "Heyo Alan. Necromancer is down for the count, new enemy on the scene. Cybernetic tentacle woman, attempting to exit," Harry communicated rapidly, appending a brief description of the direction based on the stores and whether it was on the opposite side of where he'd arrived or in that direction.

 

"If we could get a drone intercept to slow her down, well that might be pretty fine and dandy. Also we've got a whole night of the living dead situation down here, pass the intel onto the backup if you can. Don't want them coming in blind." Harry, meanwhile turned to what he thought was another inhabitant of this world.

 

Disinfect Upgraded, use on Thunderlord.

  Reveal hidden contents

HP: (Con*2)+20=42

 

Essence: 1

Constitution: 11

Dexterity: 1

Intelligence:  8 (x1.25)->10 (+3 on wounded)

Resistance:  3 (+9)

Strength:  3

Synergy: 1


Perks:

Prodigy: Harry's INT is treated as boosted by 25%.

Advanced Biotechnology: Harry regains 10% MHP per turn.

Applied Knowledge: When Harry tends to someone else's wounds, he regains half the HP he healed for them.

 

 

Flaw:

Combat Surgeon's a dangerous job: For one round after Harry heals an ally, he will be hit by a copy of the first attack made against the ally that he healed. If he used a multiheal, he simply takes a copy of the first three attacks made against the subjects of the multiheal.

 


Actions: (6 combat slots)

Slap on Bandaid and call it good enough: Heals one target by 1d4+INT

Level 2: This heal now has first strike.

Level 3 (trick, 29 v 1, 6): Heals by 2d4+INT

Disinfect: Remove all statuses from a chosen target. 2 turn cooldown.

Level 2: 1 turn cooldown

Level 3: No cooldown

 

Speedy Prognosis: Harry gets one extra turn per combat round, only allowed to be used for healing actions (no attacking actions, maybe no buffing). Nonupgradeable, and cannot be duplicated.

 

 

Jump Start: If an ally has been brought to 0 HP within the last two rounds, Harry, using a combination of a large adrenaline injection, a small electric defibrillator, and a bunch of cellular regeneration compounds, may bring that ally back to life at half health. Once per world cooldown, and won't work if the ally has been completely incinerated or something similar.

 

D'Arnet's Modern Military Medical Procedures Digital+Field Kit: Whenever Harry is faced with a problem he is having difficulty with, he consults this eleven thousand page book on his compad, where there are clear and concise instructions for unusual situations, with even speculative ideas about Xenobiology. It even contains an advanced human being analogue program, used for field tutorials and for estimating the effects of chemicals on human physiology. Harry may be brilliant, but even he needs a compilation of all the knowledge he can get, and tools. Grants +3 to INT when treating wounded. Lets the user heal a target by 1d4+INT.

 

ADVENT Plasma Rifle: 3d6 + INT damage, INT % chance to deal double damage.

 

Loadout




Combat Hacking: Alan uses his years of experience and the fact that his cyberdeck is technically a quantum computer to attempt to hack into any electronic device. Make an opposed Intelligence check to disable a single target's action that depends on something that falls under the previous requirements for one round. One round cooldown.

Merit Level 2: Reduce the cooldown to once per round
 

Square Root of @&!!)#6^6^^66^& (Level 1, Trick):  There's something off about this code...  Heals target character 1d8 + intelligence HP and places the Discord Orb debuff on them.  Discord Orb increases all damage taken by 30%, and remains on the target until the encounter ends or Alan uses this action on somebody else, at which point the orb moves to the new target.  There can only be one Discord Orb debuff active at a time.  Usable once per round.
Level 2: Now heals for 2d8+Intelligence HP, still places the Discord orb debuff on one person.
Level 3: The user may extend the healing of this technique to multiple targets through a specially modified cable, but doing so adds a 50% chance to hit a random target with damage equal to all healing dealt as the user fires a beam of destructive data into a crowd of allies.

 

(Perk backed) Assuming Direct Control!:  Alan makes a 1d20+Int v 1d20+Int check against a mechanical and hackable enemy, allowing him to try and assume direct control over up to two enemies per world on a permanent basis. Although the action can also be used to disable a mechanical and hackable enemy without controlling it which prevents it from using its moves to do anything other than making an opposed 1d20+Int v Alan's initial roll check that takes an entire move to perform. This action has no cooldown.
Level 2: Alan can now choose to not keep a Drone he is controlling on a permanent basis at the end of the encounter where he took control over it.

 

 

Rigger Command Console: A wrist mounted electronic device Alan built from the various electronic parts he could obtain from the Avenger's engineering bay. While it does in fact look cool it is a bit too heavy to be fully comfortable. Level 1: Grants Alan two additional action slots that he can only use to equip drones.

Level 2: Grants Alan a total of three action slots that he can only use to equip drones.

Merit Level 3: Grants Alan a total of four action slots that he can only use to equip drones.
Merit Level 4: Grants Alan a total of five action slots that he can only use to equip drones.

Drone Mastery: Alan is better than most at directing drones to do his bidding. Deal with it.
Level 1:  1 free action for an equipped drone, 1 round cooldown.
(Perk) Level 2:  1 free action for an equipped drone each round.
 Merit Level 3:  2 free actions for equipped drones, 1 round cooldown

Merit Level 4:  2 free actions for equipped drones each round
Merit Level 5: 3 free actions for equipped drones, 1 round cooldown
Merit Level 6: 3 free actions for equipped drones each round

 

Heavily Modified Sony CTY-360: Alan's cyberdeck is based off of a heavily modified Sony CTY-360 chassis that had gotten all of its original parts gingerly taken out of it at some point and replaced with an eccletic mixture of parts of increasingly high quality and of dubious source. When attempting to perform an action that has the "Hacking" tag applied to it, the user has the option to use the cyberdeck as his computer of choice. Boosting Alan's Intelligence by 10% for the action's effect while he is using the cyberdeck. This effect can only be activated once per round, and it takes a free action to activate
Level 2: Int boost for hacking abilities increased to 20%
Level 3: The integration of an extremely malleable cloud golem core and a super platinum golem core to Alan's Cyberdeck has allowed it to detect and manipulate raw mana. If Alan suffers a corruptive effect, the Deck suffers the same effect.
Level 4 :Alan's Cyberdeck can now attempt to scan a spell, storing it in memory. The spell must either be deleted, or offloaded into a large grounded computer installation, before a new spell can be recorded.

 

Equipment:

Fat Rat Chunk Van:  This huge Van is a gas hog, but it's got a lot of love.

Level 1: +2 Init in battle.  This van must be fed a minimum of either 10 Gallons of Gas and 10 bottles of Vodka per plot, or a minimum of 5 Items equal in value to that sold to fund it.

Level 2: +3 Slots, for either Van Specific Items or Drones.

Level 3: Once per combat, the Van may provide useful(?) tactical information, and once between every combat, it can induce blind rage and disgust in all non-allies within earshot.
Van Specific Items/Drones (3/3 Slots)
Zombie Slaying Grilles: Deal 2d6 Damage to 3 enemies.  The user is stunned next turn.  Van Locked Item.
Faint Floodlights:  The lenses on these floodlights make the light spread everywhere.  But it's not very bright.

THE CLAMPS: The user stuns a target, and then heals them for 2d6+Int HP. Attacks directed at them are divided between them and the user.

 

Drone



Highly Experimental Shield Generator "H.E.S.G." (Somebody really needs to work on that acronym): +3 to Resistance due to Alan gradually starting to understand how to refine the damned thing/Learning how to use what he already has better)
Merit Level 2: This item is now bound and it also provides and additional +2 to Resistance due to Alan's tendency to tinker with things whenever it is appropriate to do so finally paying off.
Trick Level 3: Res boost increased by +2. Also gains the [Drone/Autogear] tag.

 

Wiped Doombot Squad:  Alan has reprogrammed and repurposed several robots into forming the one thing every self respecting Rigger has on his person whenever possible, a squad of decently well armed drones to do all of his fighting for him. Taking several thin humanoid robots and an extremely buff DOOMBOT he obtained from the man himself and modifying the hell out of all of them until they formed the makings of a halfway competent group that's just missing a few bits of programming and a few rounds of upgrades before they could feasibly threaten most extradimensional threats. 

 

The most noticeable members of this squad are the blackbox that contains the heavily modified Codex Brain that governs their tactical actions and the various camera drones Alan has, a giant of a humanoid drone built into an ADVENT MEC's chassis that carries a shield that will eventually block projectiles heading the squad's way, and a DOOMBOT that is too heavily enchanted for him to turn into anything else.

The DOOMBOT has the following stats:
Merit: 0
HP: 90/90

Moves: 0/Average dex (Minimum of 1 one move per battle)
Essence: 0
Strength: 15

Dexterity: 0
Intelligence: 0

Resistance: 3+2

Synergy: 0
Maximum amount of moves per round: 1

The DOOMBOT squad has the following modifications:
Control Rig compatibility: Alan has managed to modify the DOOMBOT's operating system in a way that would allow him to send it commands through his cyberdeck. And he can now assume direct control over its systems using his control rig.
Programmed Firearms proficiency: The DOOMBOT now knows enough about firearms in general to wield and reload pretty much any type of firearm with a passable amount of skill.

Self Preservation Sense V0.5: The DOOMBOT now knows that it should use cover semi intelligently in the event of a firefight as it is in fact not bulletproof.


Jury Rigged Alien Alloy Fortification V0.8: Alan has managed to fortify the DOOMBOT's frame and armor plating with the slap dash use of 5 Alien Alloys, granting it an additional 3 points of Resistance.

(Merit Level) Cyberspace Adaptation: Alan has uploaded a program to this drone to grant it access to the cyberspace, for better or worse (Probably worse)
The DOOMBOT has the following equipment:

Assault Rifle Drones: Alan has seen fit to grant each and every single drone in this squad a reproduction of an assault rifle he 'obtained' from Fate/Overwatch, but unfortunately he has yet to see fit to actually teach them to aim properly.    2d6 + dex damage

 

Squad Shield  Drone: Alan's largest drone carries with it a massive shield that he has yet to power for some reason.  Blocks the first essence/2 projectiles fired at you or two target allies chosen at the start of your turn.  Can only be equipped if you have a gun that occupies at least 2 slots.
Crappy armor plating: Unfortunately while it is not literally crappy (thank God for that), it is still pretty damn useless for protecting it from an actual attack. +2 RES when equipped.

 Very Heavy Minigun (Level 2): A minigun looted from the defeated Talon troopers, claimed by Alan, and then upgraded by Nader, firing obscenely large 45mm rounds at 800 rpn. Thanks to the addition of a gas motor, it no longer needs time to spin up before fire, but happens to be in the neighborhood of fifty pounds now. 4d6 + strength damage, occupies 3 slots.

 

Orb of Tranquility (Level 3, Drone Mod):  This item appears to be a mechanical ball that despite having no ports can interface with a drone, increasing its action slots requirement by 1 while so equipped.  The equipped drone can use an action to heal or repair a target for 2d4 + Alan's intelligence HP.

Camera Drone: A mobile and small camera drone with an equally mobile black box based off of the GREMLIN's design and built using alien alloys and the codex brain, can somehow receive transmissions from other dimensions.

Level 2: Alan has created several more camera drones, and he has seen fit to equip them with all of the equipment necessary for them to double up as cell towers for the many commlinks he has made. Although an unfortunate accident has caused them to be equipped with lower quality cameras.

 

Preparing the DOOMBOT for exit as he waited for Harry to explain the situation, Alan nodded along to the man's words before he replied with, "I don't have anything that can catch up to her and do something, but I think I'm going to send some camera drones over there anyway, get some raw footage of the scene to show the fuzz when they arrive, try not to die.

 

The man then let out a little hum as he stepped outside of his van for a brief moment as he sent out his doombot and a couple of the flying camera he had, and waited to get someone's attention.

 

Alan's only action is to reply to Harry and send out his camera drones towards their location.

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  • 3 weeks later...

Spider-Man looks very confused.  “Doc Ock?  You’re not-  But he’s-  Damn it, I’ll deal with you later!”  He leaps over towards the Deadites and punches one of them in the face, dealing 21 damage!  The Deadite he hit looks pretty battered.

 

Danielle Moonstar screams at the sight of the Deadites and tries to burrow back-first into the nearest wall without success.

 

Scout Skipper readies an action...

 

Danielle continues to freak out...

 

Thunderlord  holds her action…

 

Aquila picks up Sha’tith (19 v 10 success) and hurls him at Doctor Octopus!

 

Doctor Octopus lashes out with a mechanical arm, (10 v 20 failure!) and grabs Sha’tith out of the air, before hurling him to the ground!  He blasts her with fire and wire on the way, but her force field takes the blows, though it does seem to strain a bit to do so, briefly flashing orange.

 

Alan sends a camera drone over to track Doctor Octopus.  He sees what’s going on in the mall now!

 

Freya has her zombie horde and Dyno attack the Deadites, dealing 47 and 29 damage respectively, turning several Deadites into disassociated bones and splinters!  Bones and rusty, notched swords, along with a meat cleaver, go flying!

 

Stretch body blocks for the Nerds, and increases his regeneration to 7 HP per round by dumping all his synergy.

 

Harry talks to Alan and heals Thunderlord.

 

Thunderlord opens fire, dealing 31 damage to the Deadites!  A deadite goes down, riddled with so many bullets it disintegrates into splinters, its sword clattering to the ground..

 

Sha’tith tried to get the book, but was unable to escape Doctor Octopus’ arms or breach her force field.

 

The Deadites attack the Nerds, but Stretch gets in the way!  Stretch takes one bladed and five blunt attacks, each dealing 8 damage!  His stretchy body would easily withstand these attacks (save for the blade), but he sacrificed this protection!  Stretch is buried under a horde of Deadites, flailing away at him with their fists, and by the time they lose interest, he’s left unconscious on the ground.

 

Scout Skipper is suddenly in front of one of the Deadites, stopping their blows from reaching Stretch, before firing wildly at Doctor Octopus, dishing out four hits of 17, 3, 13, and 4 damage to Doctor Octopus!  A translucent force field comes into view briefly with every impact, blocking each hit completely!  The first hit seems to strain it a bit, though, causing it to flash orange for a second…

 

Stretch has received the wound Deadite Curse.  He receives 1d6 more damage from all necromantic sources.  And of course, should one die while afflicted by the curse of the Necronomicomic…

 

The Nerds cower in terror.

 

Initiative

Spoiler

Spider-Man 15

Danielle Moonstar  14

Scout Skipper  8

Thunderlord  7

Danielle Moonstar 7

Aquila  6

Doctor Octopus  6

Alan  4

Freya  2

Harry  1

Sha’tith  1

The Deadites  0

 

Status:

Spoiler

Spider-Man:  78/200, The Flu

Danielle Moonstar:  30/30, Nervous Breakdown

Alan:  Phoning it in, literally, camera drones

Scout Skipper: 30/30, healthy

Thunderlord:  13/13, healthy

Aquila:  29/38, lightly wounded, angry

Stretch:  0/36, DOWNED, Deadite Curse

Freya:  20/20, healthy

Zombies:  77/77, undead, 28 zombies.

Harry:  42/42, healthy

Sha'tith:  36/36, healthy

The Deadites 6/10:  172 HP, Swarm, 1 blade, 2 fist, 3 club

Doc Ock:  ?/?, Healthy, Necronomicomic Mistress

 

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Aquila's anger was helped by his comrade's failed attempt to grab the necronomicomic. And it was further fueled as another went down to a horde of rabble. "Gods dammit, I guess I'll deal with them myself..." The viking knight dashed over to where the horde of deadites were currently causing trouble, getting between them and the nerds in a move that would hopefully give them time to escape. Speaking off... "IF YOU AREN'T PLANNING TO FIGHT, I'D SUGGEST RUNNING!" This statement was directed to the nerds as much as the deadites, though Aquila only really cared about distracting the latter. 

Aquila marks the Deadites and then blocks them.

 

Spoiler

HP: 29
 
Essence: 1
Constitution: 9
Dexterity:6
Intelligence:  0
Resistance: 7
Strength: 11
Synergy:  0
 
Perks: Spirit of the Blood Eagle: Damage generated by the user's abilities is converted to THP, this pool is only used when attacked by enemies.

Target lock: Grants the move “Dueling Target”


 Advanced Autobrewery Syndrome: Being far more fun while drunk, the user gains morale bonuses to checks after consuming any edible food item, however, one encounter after that, their health is obscured due to drunkenness.


 
Actions: Slots 7
-Actives
(Perk Backed) Dueling Target: Marks an enemy. That enemy takes 1.5x more damage from Aquila and deals half damage to him. Can only affect one target. Free action.

Block: Halves all damage taken, but can’t attack at all.

    L2 Get behind me!: An ally can choose to be affected by block, losing their ability to attack but having damage to them halved.

Remember the basics of CQC: Aquila stops worrying about little things like getting hit, dealing and taking doubled damage from single target attacks. He can end the rage at will, causing him to deal 25% less damage for the rest of combat.
 
-Passives
 Kosi-chan's Happyfun Doublethink Portable Schoolhouse of Wizard Booms 0/20 (Level 1, Trick, Passive):  "Ehehehe...  You're so cute, Aquila-kun!  i WaNt To WaTcH yOu BrEak!  But then you wouldn't be so cute anymore.  I guess I'll have to teach you to read instead!"  If Aquila takes this action into battle, he can declare that he's inscribed one of his weapons with Kosi-Chan's Explosive Runes.  The first time an inscribed weapon is used to attack in an encounter, it hits a second random, literate enemy in the encounter with an explosion that does as much damage as the weapon would have.  When 20 people have been damaged in this way, all the practice writing Kosi-Chan's Explosive Runes lets Aquila become literate in a language he speaks.
Energy Rising: Every time the user is hit by ANY magic ability, they take 2 damage, and deal 1 extra damage.


-Trumps
Revenge:  Aquila has a meter with points equal to his Health. Every time he takes damage without countering he gains points equal to damage taken/dealt. When the meter is full he gains temporary hitpoints equal to his maximum health and his damage is increased by 1.5x for three turns. Can only trigger once a fight.
 
 
Equipment:
 Imhotep's Shield - This probably magical item gleams with a faint, inner light.  Provides a +[str/2] bonus to resistance while equipped. +2 res when Fighting against invaders from a faraway place, defending newfound allies, defending friends who are not fighting alongside the user, protecting the current world from destruction.
Modern Crusade Armor: A suit of armor made from modern materials, and most importantlyit fits his asthetic. +3 RES, doubled against bullets.

+1 Intermittent Vorpal Katana of Swiftness (Level 2, gear):  This magic sword was created by shoddy gnomish contractors to be sold as a genuine Nipponese +3 Vorpal Katana and upgraded with Precursor technology by Law.  It deals 2d6 + strength + 1 damage, and when you attack with it roll 1d20, or 2d20 if this is the first time you've attacked with it in an encounter.  If a 20 is rolled on the d20, the attack deals pure damage.  If a 1 is rolled on the d20, the attack deals no damage

 

Reserve:

Captain Bullseye's sword: An old  sword from a now dead XCOM Ranger. The sword is in surprisingly well kept condition, and will probably be a lot better in Aquila's hand from now on. Deals 2d6+Dex damage.

Trusty Flail: A piece of metal on a chain attached to a handle. 2d6+Str damage.

 

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"Stretch, you know you can't protect them if you let yourself get dogpiled and knocked out. . .right?" Harry charged over, readying his kit of tools in order to treat the stabs and contusions.

 

Jump start on Stretch, bringing him back to half health, then use Speedy Prognosis passive to get an extra heal on Stretch for 2d4+13, delayed until after revival.

 

Spoiler

HP: (Con*2)+20=42

 

Essence: 1

Constitution: 11

Dexterity: 1

Intelligence:  8 (x1.25)->10 (+3 on wounded)

Resistance:  3 (+9)

Strength:  3

Synergy: 1


Perks:

Prodigy: Harry's INT is treated as boosted by 25%.

Advanced Biotechnology: Harry regains 10% MHP per turn.

Applied Knowledge: When Harry tends to someone else's wounds, he regains half the HP he healed for them.

 

 

Flaw:

Combat Surgeon's a dangerous job: For one round after Harry heals an ally, he will be hit by a copy of the first attack made against the ally that he healed. If he used a multiheal, he simply takes a copy of the first three attacks made against the subjects of the multiheal.

 


Actions: (6 combat slots)

Slap on Bandaid and call it good enough: Heals one target by 1d4+INT

Level 2: This heal now has first strike.

Level 3 (trick, 29 v 1, 6): Heals by 2d4+INT

Disinfect: Remove all statuses from a chosen target. 2 turn cooldown.

Level 2: 1 turn cooldown

Level 3: No cooldown

 

Speedy Prognosis: Harry gets one extra turn per combat round, only allowed to be used for healing actions (no attacking actions, maybe no buffing). Nonupgradeable, and cannot be duplicated.

 

 

Jump Start: If an ally has been brought to 0 HP within the last two rounds, Harry, using a combination of a large adrenaline injection, a small electric defibrillator, and a bunch of cellular regeneration compounds, may bring that ally back to life at half health. Once per world cooldown, and won't work if the ally has been completely incinerated or something similar.

 

D'Arnet's Modern Military Medical Procedures Digital+Field Kit: Whenever Harry is faced with a problem he is having difficulty with, he consults this eleven thousand page book on his compad, where there are clear and concise instructions for unusual situations, with even speculative ideas about Xenobiology. It even contains an advanced human being analogue program, used for field tutorials and for estimating the effects of chemicals on human physiology. Harry may be brilliant, but even he needs a compilation of all the knowledge he can get, and tools. Grants +3 to INT when treating wounded. Lets the user heal a target by 1d4+INT.

 

ADVENT Plasma Rifle: 3d6 + INT damage, INT % chance to deal double damage.

 

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"Drat!" Scout exclaims.

She runs between the Nerds and the Deadites, trying to block them with her body!


Her body flashes with invulnerability after taking the hit from earlier!

Quote

Level 1: Damage Boost: The user runs headfirst into an attack, using the opportunity to strike a foe multiple times.

Level 1: Free Action, Once per plot, The user intercepts an enemy's attack this turn.  They may then perform an additional attack this turn, and are immune to damage next turn.

 

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Freya

 

As Dyno and her own 'zombies' began pushing back against the Deadites, Freya herself turned to the woman that had taken the Necronomicomic, snapping her fingers to let yet another portal open up a few feet above her head. Although Dyno himself had taken a second to drop out of its own portal, the beings that emerged from this one came instantly, a small flock of bones and flesh flying out to follow Freya's orders: Distracting the woman while they dealt with the current threat.

 

With that done, Freya turns back to the Deadites, bringing up her hand to aim the small skull badge on her hat at them, before shooting out a pair of bright lights that shone upon the undead creatures. A spell she learned from Solara, and one that she really should have used a few seconds ago, before the newer guy jumped in and tried to take on all of the Deadites.

 

Dyno and Freya's zombies continue attacking the Deadites, the bear dealing 3d6+14 damage while the zombies attack 28 times for 1d2+2 damage each. The Bone Bats will fly up and harass Doc Ock for 1d6 damage. After all of them do their actions, Freya will then use Turn Undead on the Deadites to (hopefully) make them run away instead of attacking.

 

Turn Undead

Spoiler

(Trick) Turn Undead:  Freya fires a cone-shaped burst of positive energy from a symbol important to her that causes target undead being, and the 1d6 undead closest to the initial target in the initiative order, to flee in terror for one round, taking no actions except to run away, or if that is impossible to cower in place.  This action's effects do not discriminate between friend and foe.  This action can cause undead that don't have minds to feel fear, but can be resisted by targets whose essence is at least 10 higher than Freya's.

 

Full Loadout

Spoiler

Stats:
Essence: 7
Constitution: 0
Dexterity: 2
Intelligence: 3
Resistance: 2 
Strength: 0
Synergy: 7

 

Slots: 5/5

 

Action:

 

 

Passive:

Freya's Personal Little Zombie World: Freya, after learning about the fact that multiple universes exist, whipped up a spell to help abuse that fact, managing to create her own little dimension that she chooses to store her creations in. Freya can store (Syn+Int) zombies into this place at any point in time, and merely creates portals to let them out.
Level 2: Freya can now equip this in combat, which lets her summon a minion as a free action if Freya has an open action slot.
Level 3: Freya's Personal Little Zombie World now considers undead within it to be alive, so long as they are in there.  Undead are capable of training and growing within this pocket space, so long as their false-living needs are taken care of.

 

Trump:

Natural Requiem: Freya infuses powerful necromancy into nearby soil, causing it to temporarily return to what it once was, spawning undead made of the ground itself. Freya summons Syn*4 zombies made from material in the ground around her, which are grouped into one. Freya then rolls 1d4, which is the health of each zombie. Each zombie can attack for 1d2 damage each. Usable once per encounter.
Level 2: Only 15 zombies can die from a single damage source

Level 3: Each zombie can attack for 1d2+Syn/4 damage

 

Equipment:

Black Stick of Death: Freya’s large, special staff, which is… Not that special, only being made from black wood and being about as long as Freya is tall. However, the top does open up a bit, revealing a small glass bowl fused into the wood that Freya uses for certain spells. When equipped, Freya gains +3 Essence when using Necromancy, and can use the Black Stick of Death as an attack, which deals 1d6+Syn damage.

Level 2: As it turns out, Freya has molded little rat skeletons into the bottom of her staff, which can be used to let the staff follow Freya while keeping her hands full. She generally doesn’t show this off to much people, but it is something. The Black Stick of Death does not take up an action slot to use.
Level 3: The Staff has begun to store the life energy from those that die around Freya, creating purple roses that sprout from the staff every encounter, equal to the number of people that die. These roses have many crafting uses, though they vary depending on the life energy stored within them.

Level 4: By using a lung, bladder, and a portal (don't ask how she got the lung and bladder), Freya can now store 1-10 Gallons of blood in a small pocket dimension and use it for Blood Rituals.

Level 5: Soul Roses: Gains [SYN] Temporary HP, that can only be refilled at the cost of 3 Soul Roses (so essentially you get 3 less each combat if you lose all of the temp HP)

 

(Trick) Turn Undead:  Freya fires a cone-shaped burst of positive energy from a symbol important to her that causes target undead being, and the 1d6 undead closest to the initial target in the initiative order, to flee in terror for one round, taking no actions except to run away, or if that is impossible to cower in place.  This action's effects do not discriminate between friend and foe.  This action can cause undead that don't have minds to feel fear, but can be resisted by targets whose essence is at least 10 higher than Freya's.

 

Minions:

Dyno

Bone Bats

Dirt Constructs

 

Dyno

Spoiler

Dystoan Drop Bear
Str:  14
Dex:  2
Int:  0
Syn:  0
Ess:  0
Cons:  14
Res:  -1
 
HP:  48
 
Abilities:
Pounce (level 4):  The drop bear makes a strength check against the target's strength, and on a success Pins them.  Pinned enemies can only use actions on themselves or the drop bear, and cannot leave combat.  The drop bear cannot miss them with actions.  Should somebody else try to use actions on anyone participating in a pin, the attack has a 50% chance to hit the other being in the pin.  The drop bear can only pin 2 people at once.  If the drop bear is forced to move, the pin ends.  The drop bear cannot pin things larger than it is.
 
Rend (level 4, passive):  The drop bear deals 2d6 + strength damage at the beginning of its turns to anyone it has pinned.
 
Claw Strike (level 2):  The drop bear claws target enemy for 3d6 + strength damage.
 
Drop Bear (level 2):  The drop bear automatically wins opposed checks if its victim is unaware of its presence.
 
Stealthy Approach (level 1):  If the drop bear has not acted this combat, it will hide from enemies, becoming impossible to detect without superhuman senses.

 

Bone Bats

Spoiler

Bone Bats - These little undead bat skeletons fly around doing their master's bidding.  They ignore darkness penalties, have an attack that deals 1d6 damage, and 10 hit points.  Targeted attacks cannot deal more than 1 HP of damage to them at a time, but AOE attacks are registered as normal.  Even if they are completely destroyed, Freya can bring them back to perfect condition by spending 10 HP as a free action.

 

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Sha'Tith stands with a slow groan, putting away his knife and slinging his ukulele onto his back.  He then pulled out two delicate blades knapped from blue crystal with tenuous cloth wraps around the "handle" portion.  The crystal pulsed with soft blue glow that quickly spread to Sha'Tith.

 

Sha'Tith uses Flame Breath on Doc Ock as a free action dealing 2d6+23 undodgable damage.

Sha'Tith uses Bully as an action to prevent Doc Ock from targeting him with any attacks for a round.

Barbed Wire triggers for 1(pure)+20(normal) damage against Doc Ock.

Ukulele triggers for 4d6 damage against the Deadite hoard, it they still live.

 

+20 damage taken from *single hit* attacks.

 

Loadout:

Spoiler

Essence: 3

Constitution: 8

Dexterity: 1

Intelligence: 2

Resistance: 1

Strength: 6

Synergy: 1

 

Loadout:
 

Flame Breath: Breath a massive gout of fire on a nearby enemy.

Deal 2d6+[Ess] fire damage to one target, counts as a breath attack, this attack cannot be dodged.

(Paired with Worn Blade)

 

Lemurian Claws: Rip and tear, rip and tear.

Deal 1d6+[Str] damage to one target.

-Level 2 +1d6 damage.

-Level 3 +1d6 damage.

-Level 4 +1d6 damage.

-Level 5 +1 dice step.

 

Bully: Roar and charge.

Sha’Tith taunts one target for one round forcing them to include him among their attack/debuff targets.

-Level 2: May be used in reverse to intimidate enemies making them not target Sha'Tith, has no effect on enemies immune to fear.
 

Extra Pockets: You can never have enough pockets.

Gain two action slots that can only be used for equipment with passive effects.

 

Ukulele: ...And his music was electric.

When you attack fire three lightning bolts that deal 1d6 electrical damage each, cooldown=2.

-Level 2 -1 Cooldown.

-Level 3 +1 Bolt.

 

(x2)Shaped Glass: Shattering reality.
Grants +10 Incoming and Outgoing damage per copy of this item from all single-hit attacks.

 

Barbed Wire: Back off.

At the start of each of your turns deal 1 pure damage to up to three different targets.  Pure damage cannot be reduced or prevented in any way.

 

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Continue spraying fire at the Deadites for 3d10+DEX damage.



Name: Thunderlord
Age: ?
Gender: F
Sex: N/A
Race: Some midpoint of Exo and T-doll
Appearance: A mottled, tattered cloak in blues and grays conceals most of Thunderlord's appearance at a glance, though a black box of some variety lies haphazardly across the left side of the back and shoulder - it might be some kind of radio. The blue, gray, and black color scheme continues across her clothing, which is simple, practical, and suitable for long journeys. It emphasizes ease of movement over protecting the wearer, though it still does the latter. Her eyes are an electrical blue, and while she is quite short at only 4'7", she has a presence that gives one the impression of much greater height. She is never seen without her namesake weapon.
 
Personality: Quiet and quite grounded, if occasionally too occupied with thinking about the future to deal with the present. Enjoys exploration of both places and ideas. Liable to act without actually telling anyone what she's doing.

HP: 13
Current Merit: 0
Total Merit: 0
 
Stats:

 
  • Essence: 3
  • Constitution: 1
  • Dexterity: 7
  • Intelligence: 3
  • Resistance: 1
  • Strength: 1
  • Synergy: 2

 
Perks:
They Rest Quiet on Fields Afar. . .: Grants the soulbound item "Thunderlord."
. . .For This Is No Ending. . .: Thunderlord has HP and all HP-boosting effects reduced by 40%, but will resurrect a full turn after taking lethal damage, once per encounter.
. . .But The Eye: Whenever Thunderlord is resurrected, she regains the usage of all actions that are usable more often than once per encounter, and all ramping actions are set to their maximum.
 
Flaw: No Firewall: Thunderlord's various firmwares are designed to fend off completely alien networks and interface with virtually any human network. As a result, she is vulnerable to cyberattacks, and enemies lacking any explicit ones but having the capability can use an action to roll an opposed INT check to stun her for a round.
 
Actions:
 
-Actives
Flickshot: Thunderlord rakes her fire across the enemy's weak point, dealing increased damage. Doubles critical chance on wielded weapons, and deals an extra die of damage should the weapon not have a critical chance.  2 turn cooldown.
 
Akimbo: Snaps off a shot with a one-handed weapon as a free action. 3 turn cooldown.

Agility: Thunderlord dodges and mitigates incoming attacks, granting a pool of temporary HP equal to her DEX. This temporary HP does not stack or decay.


-Passives
One with the Gun: Adds half of Thunderlord's INT to crafting attempts involving firearms. Double this bonus if it is a light machine gun or similarly-sized weapon.
 
-Trumps
 
Equipment:
Thunderlord: A powerful machine gun, and the chassis around which this particular T-doll was designed. It has a devastating combination of damage and rate of fire, each shot increasing the speed with which the next arrives. Deals (1+n)d8+DEX damage, where n is the number of times the weapon has been attacked with previously, up to a maximum of 2+the number of worlds that Thunderlord has cleared. Damage resets if the user does not fire it at least once in a round. (Worlds Cleared: 0)
-Soulbound
-Merit Level: Increases die to 1d10. This is the maximum die size for this weapon.
 
Incredibly Old Cloak: Has a lot of. . . character. Increases wearer's DEX by 1 for the purpose of saves and other evasive purposes, and 2 for the purposes of stealth.
 
Throwing Knife: An old, but well-cared for knife balanced for throwing. Deals 1d4+DEX damage. 25% crit chance if used at range.

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Alan idly leaned back against his van while he waited for the heroes to arrive, positioning the Doombot close enough near the mouth of the alley to get people's attention as he practiced his speech, he had a lot of explaining to do soon after all.

 

Just wait for the heroes to arrive for now.

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  • 2 weeks later...

Spider-Man punches a Deadite for 22 damage!

 

Danielle is not having a good time.

 

Scout Skipper tries to body-block for the nerds with his i-frames!

 

Thunderlord blasts at the Deadites, dealing 23 damage and downing a Deadite!

 

Danielle is freaking out.

 

Aquila marks the Deadites, uses Block, and stands between them and the nerds!

 

Doctor Octopus continues retreating with the Necronomicomic!  Doctor Octopus will leave the area next round!

 

Stretch is out cold.

 

Freya has Dyno and her zombie horde keep attacking the Deadites, dealing 54 damage!  Her bone bats fly after Doc Ock, but bounce harmlessly off her force field!  Freya uses Turn Undead on the Deadites!

 

The remaining Deadites flee from Freya, moving away from the nerds!

 

Harry uses Jump-Start and Speedy Prognosis to restore Stretch to consciousness and full HP!

 

Sha'Tith blasts Doc Ock with his fire breath, dealing 32 damage!  Her shield turns red as some of it bleeds through!  Then he uses Barbed Wire to deal 1 pure and 20 normal damage to her, and Bully to keep her from targeting him!  The pure damage ignores the shield, but the rest is just barely caught by the defensive field, though it makes a whine of protest.  His Ukulele blasts the Deadites for 13 damage, downing another one!

 

Another wave of Deadites arrives!  Ten more normie deadites, two vampire deadites, and one Plague Marine deadite enter the fray!

 

Initiative

Spoiler

Spider-Man 15

Danielle Moonstar  14

Scout Skipper  8

Thunderlord  7

Danielle Moonstar 7

Aquila  6

Doctor Octopus  6

Alan  4

Freya  2

Harry  1

Sha’tith  1

The Deadites  0

 

Status

Spoiler

Spider-Man:  78/200, The Flu

Danielle Moonstar:  30/30, Nervous Breakdown

Alan:  Phoning it in, literally, camera drones

Scout Skipper: 30/30, healthy

Thunderlord:  13/13, healthy

Aquila:  29/38, lightly wounded, angry

Stretch:  0/36, DOWNED, Deadite Curse

Freya:  20/20, healthy

Zombies:  77/77, undead, 28 zombies.

Harry:  42/42, healthy

Sha'tith:  36/36, healthy

Old Deadites 4/10:  80 HP, Swarm, 1 blade, 1 fist, 2 club, terrified of Freya

New Deadites 10/10:  200 HP, swarm, 5 blade, 2 fist, 3 club

Vampy Deadite A:  60/60

Vampy Deadite B:  60/60

Plague Marine Deadite:  ?/?, repulsive

Doc Ock:  ?/?, Singed, Necronomicomic Mistress, retreating

 

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dakka the plague marine

 



Name: Thunderlord
Age: ?
Gender: F
Sex: N/A
Race: Some midpoint of Exo and T-doll
Appearance: A mottled, tattered cloak in blues and grays conceals most of Thunderlord's appearance at a glance, though a black box of some variety lies haphazardly across the left side of the back and shoulder - it might be some kind of radio. The blue, gray, and black color scheme continues across her clothing, which is simple, practical, and suitable for long journeys. It emphasizes ease of movement over protecting the wearer, though it still does the latter. Her eyes are an electrical blue, and while she is quite short at only 4'7", she has a presence that gives one the impression of much greater height. She is never seen without her namesake weapon.
 
Personality: Quiet and quite grounded, if occasionally too occupied with thinking about the future to deal with the present. Enjoys exploration of both places and ideas. Liable to act without actually telling anyone what she's doing.

HP: 13
Current Merit: 0
Total Merit: 0
 
Stats:

 

 

 

 
  • Essence: 3
  • Constitution: 1
  • Dexterity: 7
  • Intelligence: 3
  • Resistance: 1
  • Strength: 1
  • Synergy: 2

 

 

 

 
Perks:
They Rest Quiet on Fields Afar. . .: Grants the soulbound item "Thunderlord."
. . .For This Is No Ending. . .: Thunderlord has HP and all HP-boosting effects reduced by 40%, but will resurrect a full turn after taking lethal damage, once per encounter.
. . .But The Eye: Whenever Thunderlord is resurrected, she regains the usage of all actions that are usable more often than once per encounter, and all ramping actions are set to their maximum.
 
Flaw: No Firewall: Thunderlord's various firmwares are designed to fend off completely alien networks and interface with virtually any human network. As a result, she is vulnerable to cyberattacks, and enemies lacking any explicit ones but having the capability can use an action to roll an opposed INT check to stun her for a round.
 
Actions:
 
-Actives
Flickshot: Thunderlord rakes her fire across the enemy's weak point, dealing increased damage. Doubles critical chance on wielded weapons, and deals an extra die of damage should the weapon not have a critical chance.  2 turn cooldown.
 
Akimbo: Snaps off a shot with a one-handed weapon as a free action. 3 turn cooldown.

Agility: Thunderlord dodges and mitigates incoming attacks, granting a pool of temporary HP equal to her DEX. This temporary HP does not stack or decay.


-Passives
One with the Gun: Adds half of Thunderlord's INT to crafting attempts involving firearms. Double this bonus if it is a light machine gun or similarly-sized weapon.
 
-Trumps
 
Equipment:
Thunderlord: A powerful machine gun, and the chassis around which this particular T-doll was designed. It has a devastating combination of damage and rate of fire, each shot increasing the speed with which the next arrives. Deals (1+n)d8+DEX damage, where n is the number of times the weapon has been attacked with previously, up to a maximum of 2+the number of worlds that Thunderlord has cleared. Damage resets if the user does not fire it at least once in a round. (Worlds Cleared: 0)
-Soulbound
-Merit Level: Increases die to 1d10. This is the maximum die size for this weapon.
 
Incredibly Old Cloak: Has a lot of. . . character. Increases wearer's DEX by 1 for the purpose of saves and other evasive purposes, and 2 for the purposes of stealth.
 
Throwing Knife: An old, but well-cared for knife balanced for throwing. Deals 1d4+DEX damage. 25% crit chance if used at range.

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Diving in front of the innocent people had just been the natural instinct that came to Stretch. But what he had, rather unusually for Stretch Armstrong, been using his brain for was the attempt to reduce how much he got hurt by actively pulling back the Diamond Magic Juice from his body, hardening himself to something approaching the consistency of a non-stretchy person. But... it had hurt. It had hurt more than anything he had ever experienced before. It had hurt more than the time he accidentally exploded a rock and sent a massive piece of shrapnel tearing through his body. It had hurt more than the time he had been shot in the eye. Clubs, hammers, coming down, splitting skin and tearing muscle against a now-hard skull, shattering bone, bending and breaking his body... it had been a powerful, wide agony Stretch had never experienced before. Covered in blood, the only thing that Stretch could do for the first few moments after Harry brought him back up was stare. Then...

 

"I thought... I thought I could... just make it. I didn't... think that that would happen. I thought that if I were less filled with Diamond Magic Juice then it would be okay. But... it wasn't okay. This wasn't..." Stretch couldn't bring himself to phrase it with levity or his usual chillness, "It hurt a lot. I just wanted to save those people. But it hurt a lot, and..." He could tell that something was wrong magically too. But he'd run out of words, and all he could really manage to do was look at Harry with a pleading and bewildered look, a look that seemed almost betrayed in some way. Not by Harry, not by the cosplayers he'd saved, and maybe not even by the Deadites, but by the world in some wide-eyed, odd sense. "Shouldn't... shouldn't it all just have worked out? I...  don't get it. It's never been like this before. I was doing a good thing." He slumped for a moment, and then all he could do send a half-hearted punch in the direction of the Deadites, something he couldn't bring himself to put his usual bouncing, dynamic being into.

 

Stretch uses Bouncing Strike on the Old Deadites, dealing 2d6+STR (1) blunt damage!

 

Spoiler

Stats:

Essence: 4

Constitution: 8

Dexterity: 2

Intelligence: 0

Resistance: 0

Strength: 1

Synergy: 6

 

Perks:

True Diamond Soul: Lodged in Stretch's soul is a diamond, and this means that he is constantly being pumped with true diamond mana, and therefore constantly regenerating from whatever wounds he may receive. He also can push himself to heal faster, but this invariably results in him being thrown off-kilter and impaired for a little while. Stretch has a base HP regeneration rate of [CON/2], and may alter this by sacrificing (or unsacrificing) stats, leading to a total HP regen rate of [CON/2]+[Sacrificed Stats/2]. 

 

The Softness of Diamond: Aside from true diamond mana, Stretch has been absolutely saturating himself with normal diamond mana for his entire life, and this has resulted in the man becoming very, very elastic and very soft. It's essentially impossible to meaningfully harm him through blunt force because of this, through a combination of harmless squishing and stretching. Stretch gains 2*[SYN] RES against blunt force attacks.

 

Tenacious Inspiration: If there's one thing that can honestly be said about Stretch, is that he just doesn't really understand the concept of giving up on something. Once he really gets his heart set on something, the elastic man is so singularly single-minded that repeated frustration will just lead to him ramming his head against the problem until a bolt of inspiration strikes him. The user may opt to be given a challenge or condition when attempting something.  the roll then determines the challenge or condition, when fulfilled, the action in question is considered a success.

 

Flaw: Cutting the Knot: Softness is a two-edged sword, and sometimes Stretch can come up against this other edge. It's hard to use blunt force to harm him, but it's pretty easy to slash through something soft -- like a knife through warm butter, as the saying goes. Stretch takes extra damage equal to [1.5*his SYN] when hit with a slashing attack.

 

Wound: Deadite Curse: Having performed an act of self-sacrifice to save people that turned out to be a lot heavier of a self-sacrifice than he had truly been prepared for, Stretch now is afflicted by the curse of the same deadites that beat him down so terribly. It isn't immediately apparent, but it's a foul magic that hangs around him now... Stretch takes 1d6 more damage from all necromantic sources. And if he dies while afflicted by the curse of the Necronomicomic...

 

Actions:

-Actives

Diamond Magic Juice: Stretch directly applies a significant quantity of Diamond Magic Juice to his target, whether they be friend or foe -- and accordingly, this has the twin effect that Diamond Magic Juice has, both healing the target's wounds and making their flesh softer. This can be a double-edged sword, but Diamond Magic Juice, Stretch would be quick we to insist, is really fuckin' cool, man. Stretch both heals the target for 2d4+SYN damage AND decreases their RES by 2 for 2 turns, which can, in fact, turn their RES negative.

 

Stretch Shield: Stretch stretches to shield an ally with a shield that is Stretch; that is to say, he positions himself in front of an ally and stretches himself out super wide so it's impossible for the enemies to hit that person. They would very much literally have to go through him. Stretch selects an ally; until Stretch's next turn, all attacks aimed at that ally are instead taken by Stretch.

 

Bouncing Strike (Level 3): Stretch deals out a punch, kick, or headbutt, at the end of a stretched arm or leg or head, bouncy fellow that he is. If he's been punched or stabbed, however, the attack gets even stronger -- as the hit body part flies back and then elastically snaps back with a vengeance!

Does 2d6+STR damage, 4d6+STR damage if Stretch was hit by a physical attack in the last turn.

Level 2: Attack upgraded from 1d6+STR damage to 2d6+STR damage

Level 3: Attack now deals 4d6+STR damage if Stretch was hit by a physical attack in the last turn.

-Passives

 

Life Stones: As a matter of course, Stretch tends to create a ton of something he calls a "magic life stone" -- it's a chewy light blue thing in the shape of a rock (and which in all fact was created through Diamond mana further attuned to rocks), which heals you after you eat it. He enjoys making these and tends to come out of encounters with a few. At the end of every encounter, Stretch receives three "Life Stones", which are healing items that heal 8 HP and can be stacked up to three in a single loadout slot.

 

Equipment:

Blue Elitium Pot Helmet: It's a helmet made of the Blue Elitium material -- that is to say, White Elitium damaged with diamond mana and then promptly pasted over again in order to make it less trash. In effect, it's a remarkably sturdy helmet with softer insides and a bizarre shape. +3 RES when equipped.

 

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Freya

 

Okay, new zombies were popping up now, but they at least had a standing. Her own zombies were doing plenty of work anyway, so she could afford to look away for a bit while they tore through the new ones. The next subject of Freya's attention was Danielle, still clearly having a breakdown over... A bear, from what she remembered hearing, and she didn't think it was her own bear. considering they had used "demon" to describe it. Scary as Dyno was, she couldn't describe it as "demonic". Regardless of her own opinion, Freya turned from the fight to run over to the superhero in training, kneeling next to her but otherwise not making any physical contact,

 

"Hey Danielle, it's okay. There's no demonic bear here anymore. It was just an illusion, nothing more than that. The only bear around here now is Dyno, and as scary as he might be, he's actually pretty friendly when he's not feeling threatened" Freya spoke, her voice taking a softer tone than normal as she tried to calm Danielle down amidst the chaos of battle behind them.

 

Freya uses her action to try and snap Danielle out of her nervous breakdown, while Dyno uses Pounce on Vampy Deadite A, forcing a STR check in order to pin them. The Dirt Constructs intercept the new Deadite horde, dealing 1d2+2 damage 28 times. Her Bone Bats continue to try their hardest to attack Doc Ock for 1d6 damage.

 

Loadout

Spoiler

Stats:
Essence: 7
Constitution: 0
Dexterity: 2
Intelligence: 3
Resistance: 2 
Strength: 0
Synergy: 7

 

Slots: 5/5

 

Action:

 

 

Passive:

Freya's Personal Little Zombie World: Freya, after learning about the fact that multiple universes exist, whipped up a spell to help abuse that fact, managing to create her own little dimension that she chooses to store her creations in. Freya can store (Syn+Int) zombies into this place at any point in time, and merely creates portals to let them out.
Level 2: Freya can now equip this in combat, which lets her summon a minion as a free action if Freya has an open action slot.
Level 3: Freya's Personal Little Zombie World now considers undead within it to be alive, so long as they are in there.  Undead are capable of training and growing within this pocket space, so long as their false-living needs are taken care of.

 

Trump:

Natural Requiem: Freya infuses powerful necromancy into nearby soil, causing it to temporarily return to what it once was, spawning undead made of the ground itself. Freya summons Syn*4 zombies made from material in the ground around her, which are grouped into one. Freya then rolls 1d4, which is the health of each zombie. Each zombie can attack for 1d2 damage each. Usable once per encounter.
Level 2: Only 15 zombies can die from a single damage source

Level 3: Each zombie can attack for 1d2+Syn/4 damage

 

Equipment:

Black Stick of Death: Freya’s large, special staff, which is… Not that special, only being made from black wood and being about as long as Freya is tall. However, the top does open up a bit, revealing a small glass bowl fused into the wood that Freya uses for certain spells. When equipped, Freya gains +3 Essence when using Necromancy, and can use the Black Stick of Death as an attack, which deals 1d6+Syn damage.

Level 2: As it turns out, Freya has molded little rat skeletons into the bottom of her staff, which can be used to let the staff follow Freya while keeping her hands full. She generally doesn’t show this off to much people, but it is something. The Black Stick of Death does not take up an action slot to use.
Level 3: The Staff has begun to store the life energy from those that die around Freya, creating purple roses that sprout from the staff every encounter, equal to the number of people that die. These roses have many crafting uses, though they vary depending on the life energy stored within them.

Level 4: By using a lung, bladder, and a portal (don't ask how she got the lung and bladder), Freya can now store 1-10 Gallons of blood in a small pocket dimension and use it for Blood Rituals.

Level 5: Soul Roses: Gains [SYN] Temporary HP, that can only be refilled at the cost of 3 Soul Roses (so essentially you get 3 less each combat if you lose all of the temp HP)

 

(Trick) Turn Undead:  Freya fires a cone-shaped burst of positive energy from a symbol important to her that causes target undead being, and the 1d6 undead closest to the initial target in the initiative order, to flee in terror for one round, taking no actions except to run away, or if that is impossible to cower in place.  This action's effects do not discriminate between friend and foe.  This action can cause undead that don't have minds to feel fear, but can be resisted by targets whose essence is at least 10 higher than Freya's.

 

Minions:

Dyno

Bone Bats

Dirt Constructs

 

Dyno

Spoiler

Dystoan Drop Bear
Str:  14
Dex:  2
Int:  0
Syn:  0
Ess:  0
Cons:  14
Res:  -1
 
HP:  48
 
Abilities:
Pounce (level 4):  The drop bear makes a strength check against the target's strength, and on a success Pins them.  Pinned enemies can only use actions on themselves or the drop bear, and cannot leave combat.  The drop bear cannot miss them with actions.  Should somebody else try to use actions on anyone participating in a pin, the attack has a 50% chance to hit the other being in the pin.  The drop bear can only pin 2 people at once.  If the drop bear is forced to move, the pin ends.  The drop bear cannot pin things larger than it is.
 
Rend (level 4, passive):  The drop bear deals 2d6 + strength damage at the beginning of its turns to anyone it has pinned.
 
Claw Strike (level 2):  The drop bear claws target enemy for 3d6 + strength damage.
 
Drop Bear (level 2):  The drop bear automatically wins opposed checks if its victim is unaware of its presence.
 
Stealthy Approach (level 1):  If the drop bear has not acted this combat, it will hide from enemies, becoming impossible to detect without superhuman senses.

 

Bone Bats

Spoiler

Bone Bats - These little undead bat skeletons fly around doing their master's bidding.  They ignore darkness penalties, have an attack that deals 1d6 damage, and 10 hit points.  Targeted attacks cannot deal more than 1 HP of damage to them at a time, but AOE attacks are registered as normal.  Even if they are completely destroyed, Freya can bring them back to perfect condition by spending 10 HP as a free action.

 

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"Fight me you pale Cretin!" Aquila calls to one of the vampires, without giving it time to actually acknowledge the challenge.

Aquila marks the vampy deadite and then attacks it with his katana.

 

Spoiler

HP: 29
 
Essence: 1
Constitution: 9
Dexterity:6
Intelligence:  0
Resistance: 7
Strength: 11
Synergy:  0
 
Perks: Spirit of the Blood Eagle: Damage generated by the user's abilities is converted to THP, this pool is only used when attacked by enemies.

Target lock: Grants the move “Dueling Target”


 Advanced Autobrewery Syndrome: Being far more fun while drunk, the user gains morale bonuses to checks after consuming any edible food item, however, one encounter after that, their health is obscured due to drunkenness.


 
Actions: Slots 7
-Actives
(Perk Backed) Dueling Target: Marks an enemy. That enemy takes 1.5x more damage from Aquila and deals half damage to him. Can only affect one target. Free action.

Block: Halves all damage taken, but can’t attack at all.

    L2 Get behind me!: An ally can choose to be affected by block, losing their ability to attack but having damage to them halved.

Remember the basics of CQC: Aquila stops worrying about little things like getting hit, dealing and taking doubled damage from single target attacks. He can end the rage at will, causing him to deal 25% less damage for the rest of combat.
 
-Passives
 Kosi-chan's Happyfun Doublethink Portable Schoolhouse of Wizard Booms 0/20 (Level 1, Trick, Passive):  "Ehehehe...  You're so cute, Aquila-kun!  i WaNt To WaTcH yOu BrEak!  But then you wouldn't be so cute anymore.  I guess I'll have to teach you to read instead!"  If Aquila takes this action into battle, he can declare that he's inscribed one of his weapons with Kosi-Chan's Explosive Runes.  The first time an inscribed weapon is used to attack in an encounter, it hits a second random, literate enemy in the encounter with an explosion that does as much damage as the weapon would have.  When 20 people have been damaged in this way, all the practice writing Kosi-Chan's Explosive Runes lets Aquila become literate in a language he speaks.
Energy Rising: Every time the user is hit by ANY magic ability, they take 2 damage, and deal 1 extra damage.


-Trumps
Revenge:  Aquila has a meter with points equal to his Health. Every time he takes damage without countering he gains points equal to damage taken/dealt. When the meter is full he gains temporary hitpoints equal to his maximum health and his damage is increased by 1.5x for three turns. Can only trigger once a fight.
 
 
Equipment:
 Imhotep's Shield - This probably magical item gleams with a faint, inner light.  Provides a +[str/2] bonus to resistance while equipped. +2 res when Fighting against invaders from a faraway place, defending newfound allies, defending friends who are not fighting alongside the user, protecting the current world from destruction.
Modern Crusade Armor: A suit of armor made from modern materials, and most importantlyit fits his asthetic. +3 RES, doubled against bullets.

+1 Intermittent Vorpal Katana of Swiftness (Level 2, gear):  This magic sword was created by shoddy gnomish contractors to be sold as a genuine Nipponese +3 Vorpal Katana and upgraded with Precursor technology by Law.  It deals 2d6 + strength + 1 damage, and when you attack with it roll 1d20, or 2d20 if this is the first time you've attacked with it in an encounter.  If a 20 is rolled on the d20, the attack deals pure damage.  If a 1 is rolled on the d20, the attack deals no damage

 

Reserve:

Captain Bullseye's sword: An old  sword from a now dead XCOM Ranger. The sword is in surprisingly well kept condition, and will probably be a lot better in Aquila's hand from now on. Deals 2d6+Dex damage.

Trusty Flail: A piece of metal on a chain attached to a handle. 2d6+Str damage.

 

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  • 3 weeks later...

Scout Skipper switches "Damage Boost" for "Clip"!

 

Quote

 

Level 1: Clip: The user attempts to force themselves through a barrier that has some sort of flaw in it.

Merit Level 1: The user makes a Dex Check against a door, wall, or other barrier.  If the barrier has some sort of flaw in it, such as a crack, or thin spot, the user may pass through it.

 

 

  Hide contents

Level 1: Flip Stomp: The user leaps into the air, and, flipping over, stomps down onto a foe below with their fists.

Merit Level 1: Deals 1d6+Dex Damage, adds 1d6 Damage for each time this is used without using any other action.  Not doing anything counts as an action.

 

Level 1: Damage Boost: The user runs headfirst into an attack, using the opportunity to strike a foe multiple times.

Level 1: Free Action, Once per plot, The user intercepts an enemy's attack this turn.  They may then perform an additional attack this turn, and are immune to damage next turn.

 

Level 2: Chair-running:

Merit Level 1: The user may gain 1 Dex per turn in combat while sitting in a chair.  Out of combat, they instead merely build up speed.

Merit Level 2: Out of combat, the user may do this by sitting on anything.

(Current Bonus: +3 Dex)

Level 1: Mosin Nagant: A simple Russian Rifle, stout and reliable.

Gear Level 1: Deals 1d6+Dex Damage

 

Level 1 Stacked Infinite Shooting: The user does something mysterious to jam a gun's trigger, forcing it to fire whenever they try to attack someone.

Trick Level 1: The user may make an extra attack with an equipped gun when they perform an attack.  The chosen gun is no longer affected by Stats or Buffs while this is equipped.

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  • 1 month later...

"Mm yeah you thought you could make it? Well, you didn't. So keep that in mind next time. World ain't fair buddy, if you want a little bit of a refresher, we can do that later."  Harry ran off, chasing after Spiderman.

 

"Wait up a moment web man!" The suited hero still looked a bit battered, but. . . "Huh, you've got a temperature. That's. . . interesting." It would take a bit to diagnose, but Harry was confident he could do something about that.

 

 

Disinfect on Spiderman clearing statuses. Speedy Prognosis passive to get an extra heal on Spiderman for 2d4+13. Do note Harry's flaw: For one round after Harry heals an ally, he will be hit by a copy of the first attack made against the ally that he healed.

 

Spoiler

HP: (Con*2)+20=42

 

Essence: 1

Constitution: 11

Dexterity: 1

Intelligence:  8 (x1.25)->10 (+3 on wounded)

Resistance:  3 (+9)

Strength:  3

Synergy: 1


Perks:

Prodigy: Harry's INT is treated as boosted by 25%.

Advanced Biotechnology: Harry regains 10% MHP per turn.

Applied Knowledge: When Harry tends to someone else's wounds, he regains half the HP he healed for them.

 

 

Flaw:

Combat Surgeon's a dangerous job: For one round after Harry heals an ally, he will be hit by a copy of the first attack made against the ally that he healed. If he used a multiheal, he simply takes a copy of the first three attacks made against the subjects of the multiheal.

 


Actions: (6 combat slots)

Slap on Bandaid and call it good enough: Heals one target by 1d4+INT

Level 2: This heal now has first strike.

Level 3 (trick, 29 v 1, 6): Heals by 2d4+INT

Disinfect: Remove all statuses from a chosen target. 2 turn cooldown.

Level 2: 1 turn cooldown

Level 3: No cooldown

 

Speedy Prognosis: Harry gets one extra turn per combat round, only allowed to be used for healing actions (no attacking actions, maybe no buffing). Nonupgradeable, and cannot be duplicated.

 

 

Jump Start: If an ally has been brought to 0 HP within the last two rounds, Harry, using a combination of a large adrenaline injection, a small electric defibrillator, and a bunch of cellular regeneration compounds, may bring that ally back to life at half health. Once per world cooldown, and won't work if the ally has been completely incinerated or something similar.

 

D'Arnet's Modern Military Medical Procedures Digital+Field Kit: Whenever Harry is faced with a problem he is having difficulty with, he consults this eleven thousand page book on his compad, where there are clear and concise instructions for unusual situations, with even speculative ideas about Xenobiology. It even contains an advanced human being analogue program, used for field tutorials and for estimating the effects of chemicals on human physiology. Harry may be brilliant, but even he needs a compilation of all the knowledge he can get, and tools. Grants +3 to INT when treating wounded. Lets the user heal a target by 1d4+INT.

 

ADVENT Plasma Rifle: 3d6 + INT damage, INT % chance to deal double damage.

 

 

 

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Spider-Man punches Vampy Deadite B for 27 damage.

 

Danielle sobs into her hands.

 

Scout Skipper swaps actions!

 

Thunderlord guns a Deadite down!

 

Aquila marks and attacks a Vampy deadite!  Snicker-snack!  It's not clear whether it's the magic of the sword, or just Aquila being that swole, but the Deadite's head goes flying!

 

Doctor Octopus retreats out of reach, vanishing into the laser-tag arcade!  The Bone Bats follow her, pestering her relentlessly...

 

Stretch slaps a Deadite for 5 damage!

 

Freya's zombie horde charges into the new Deadite group, dealing 94 damage as they blow through them like a wood chipper, destroying five of the skeletal creatures!  Dyno attempts to pin down the Vampy Deadite, but it throws him off with unnatural strength!  Freya attempts to snap Danielle out of it!

 

"I... what?"  Danielle shudders, jumping at the touch, "It was an illusion-  Oh gods there's zombies everywhere holy crap!"  Her eyes rapidly flick between the various undead running around before she zeroes in on the Vampy Deadite and Plague Marine Deadite as definite villains.  "I-I'm so sorry!"

 

Danielle Moonstar jumps to her feet and draws her Steel Tomahawk, slashing the Vampy Deadite for 30 damage!

 

Harry heals Spider-Man for 19 HP!  Harry attempts to cleanse Spider-Man of debuffs.  Harry is able to temporarily alleviate Spider-Man's symptoms, but the Flu is not so easily cured...

 

Sha'Tith's intended target is now invalid!  Sha'Tith hits Vampy Deadite A instead, dealing 51 damage and downing the creature!

 

The Plague Marine Deadite blasts at Freya, dealing 13 damage!  Then it does it again, dealing 12 damage!  Freya drops like a rock with two gallon jug-sized holes in her torso!  Freya will return...

 

The Old Deadite Horde shambles at Spider-Man and strikes out, dealing 30 damage to him!  The first of their attacks hits Harry for 11 damage!

 

The New Deadite Horde fights back against Freya's zombie horde, downing 5 zombies!

 

Freya is afflicted by Plague!  Freya loses 4 HP!

 

Status:

Spoiler

Spider-Man:  67/200, Treated Flu

Danielle Moonstar:  30/30, 

Alan:  Phoning it in, literally, camera drones

Scout Skipper: 30/30, healthy

Thunderlord:  13/13, healthy

Aquila:  29/38, lightly wounded, angry

Stretch:  36/36, Deadite Curse

Freya:  6/20, Plague (4 poison damage per round for 3 rounds.  Does not stack with itself)

Zombies:  77/77, undead, 23 zombies.

Harry:  33/42, healthy

Sha'tith:  36/36, healthy

Old Deadites 3/10:  60 HP, Swarm, 1 fist, 2 club

New Deadites 5/10:  104 HP, swarm, 2 blade, 1 fist, 2 club

Plague Marine Deadite:  ?/?, repulsive

Init:

Spoiler

Spider-Man 15

Danielle Moonstar  14

Scout Skipper  8

Thunderlord  7

Danielle Moonstar 7

Aquila  6

Alan  4

Stretch  2

Freya  2

Harry  1

Sha’tith  1

The Deadites  0

 

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Sha'Tith spat a bit of burning liquid on the ground as Doc Ock turned and ran.  He would've loved to give chase, but his Skyfaller companions seemed to be in distress.  Nothing a little gratuitous violence couldn't solve.  So he turned a spat fire at the largest group of Deadites, tearing into the closest with claws as lightning and barbed fragments of metal lashed out on them.

 

Sha'Tith uses Flame Breath on New Deadites as a free action dealing 2d6+23 undodgable damage.

Sha'Tith uses Lemurian Claws as an action to deal 4d8+26 damage to New Deadites.

Barbed Wire triggers for 1(pure)+20(normal) damage against New Deadites.

Ukulele triggers dealing 1d6 electric damage to New Deadites four times.

 

+20 damage taken from *single hit* attacks.

 

 

Spoiler

Essence: 3

Constitution: 8

Dexterity: 1

Intelligence: 2

Resistance: 1

Strength: 6

Synergy: 1

 

Loadout:
 

Flame Breath: Breath a massive gout of fire on a nearby enemy.

Deal 2d6+[Ess] fire damage to one target, counts as a breath attack, this attack cannot be dodged.

(Paired with Worn Blade)

 

Lemurian Claws: Rip and tear, rip and tear.

Deal 1d6+[Str] damage to one target.

-Level 2 +1d6 damage.

-Level 3 +1d6 damage.

-Level 4 +1d6 damage.

-Level 5 +1 dice step.

 

Bully: Roar and charge.

Sha’Tith taunts one target for one round forcing them to include him among their attack/debuff targets.

-Level 2: May be used in reverse to intimidate enemies making them not target Sha'Tith, has no effect on enemies immune to fear.
 

Extra Pockets: You can never have enough pockets.

Gain two action slots that can only be used for equipment with passive effects.

 

Ukulele: ...And his music was electric.

When you attack fire three lightning bolts that deal 1d6 electrical damage each, cooldown=2.

-Level 2 -1 Cooldown.

-Level 3 +1 Bolt.

 

(x2)Shaped Glass: Shattering reality.
Grants +10 Incoming and Outgoing damage per copy of this item from all single-hit attacks.

 

Barbed Wire: Back off.

At the start of each of your turns deal 1 pure damage to up to three different targets.  Pure damage cannot be reduced or prevented in any way.

 

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Harry, again, rushes over to the latest casualty, who seemed to be getting up after quite the hit. That made his job a little easier.

 

Slap on a bandaid to heal Freya for 2d4+13 HP. Speedy Prognosis passive to get an extra heal on Spooderman for 2d4+13. Do note Harry's flaw: For one round after Harry heals an ally, he will be hit by a copy of the first attack made against the ally that he healed. Perks mean that Harry heals for 4 (Advanced Biotechnology) +half that which he heals Freya for (Applied Knowledge).

 

Spoiler

HP: (Con*2)+20=42

 

Essence: 1

Constitution: 11

Dexterity: 1

Intelligence:  8 (x1.25)->10 (+3 on wounded)

Resistance:  3 (+9)

Strength:  3

Synergy: 1


Perks:

Prodigy: Harry's INT is treated as boosted by 25%.

Advanced Biotechnology: Harry regains 10% MHP per turn.

Applied Knowledge: When Harry tends to someone else's wounds, he regains half the HP he healed for them.

 

 

Flaw:

Combat Surgeon's a dangerous job: For one round after Harry heals an ally, he will be hit by a copy of the first attack made against the ally that he healed. If he used a multiheal, he simply takes a copy of the first three attacks made against the subjects of the multiheal.

 


Actions: (6 combat slots)

Slap on Bandaid and call it good enough: Heals one target by 1d4+INT

Level 2: This heal now has first strike.

Level 3 (trick, 29 v 1, 6): Heals by 2d4+INT

Disinfect: Remove all statuses from a chosen target. 2 turn cooldown.

Level 2: 1 turn cooldown

Level 3: No cooldown

 

Speedy Prognosis: Harry gets one extra turn per combat round, only allowed to be used for healing actions (no attacking actions, maybe no buffing). Nonupgradeable, and cannot be duplicated.

 

 

Jump Start: If an ally has been brought to 0 HP within the last two rounds, Harry, using a combination of a large adrenaline injection, a small electric defibrillator, and a bunch of cellular regeneration compounds, may bring that ally back to life at half health. Once per world cooldown, and won't work if the ally has been completely incinerated or something similar.

 

D'Arnet's Modern Military Medical Procedures Digital+Field Kit: Whenever Harry is faced with a problem he is having difficulty with, he consults this eleven thousand page book on his compad, where there are clear and concise instructions for unusual situations, with even speculative ideas about Xenobiology. It even contains an advanced human being analogue program, used for field tutorials and for estimating the effects of chemicals on human physiology. Harry may be brilliant, but even he needs a compilation of all the knowledge he can get, and tools. Grants +3 to INT when treating wounded. Lets the user heal a target by 1d4+INT.

 

ADVENT Plasma Rifle: 3d6 + INT damage, INT % chance to deal double damage.

 

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Freya

 

"It's fine, it's fine" Freya replies with a dismissive wave of her hand, standing up as Danielle took in the surroundings, "This kind of stuff happens, honestly. Was a pretty good illusion spell too, if I'm being honest, considering that it just made me see-"

 

BOOM

 

Whatever Freya was going to say never left the young Necromancer's mouth as a clean hole suddenly burst through her chest, causing her to stumble forward and fall to her knee, just barely leaning on her staff to keep herself from completely falling over. If it was anyone else, the sudden pain of having a giant hole in the center of their chest would've caused them to pass out instantly. For Freya, it left her disoriented, her nerves numbing themselves to spare the rest of the body the agony. Slowly, almost hesitantly, Freya lifted a hand from her staff to her chest taking note of the blood that was now running down her ruined dress and not much more.

 

"Damn... This was my favorite... Dress..." Freya thought to herself, forcing her magic into overdrive as black tendrils began to creep out and mend the irreparable damage. It would be close, but she was reasonably certain that she could at least fix her body before she died. The outfit was a lost cause now, but hopefully she could get something from this place to-

 

BOOM

 

Once again, Freya's thoughts were completely cut off as another round tore through her heart, finishing the job and leaving the young girl to fall face first into the floor.

 

Spoiler

...

 

.........

 

"Well well, it's been a while little one."

 

"Megh... Oh, hey. Guess I finally died again."

 

"That you did. Though your presence here is... Faint."

 

"Really? That's odd. Maybe it's because I'm not home right now?"

 

"You're rarely home when your physical body perishes little one. Why would now be different?"

 

"Because by 'I'm not home', I mean 'not in the same plane' as normal."

 

"... What?"

 

"Just doing some work to protect existence at large and save parallel worlds. I thought you'd know about that, being the 'Shepard of Souls' and all that. I thought the Gods kept you pretty informed about things."

 

"Not this time, I'm afraid. It was nice to speak to you again, Freya, but I believe your spell is beginning to take effect."

 

"Oh yeah. See you another time"

 

 

Shortly after Freya's corpse hit the ground, the white bit of fabric around her shoulder glowed for a split second, only to swiftly dissipate into black dust. And, as if finally unlocking, the black tendrils that passively repaired Freya's body went into overdrive, swiftly rising up and filling in the two holes in her torso, only to freeze shortly after. Once a few seconds had passed though, the magic faded away, revealing perfect and unharmed skin as the Necromancer stirred back to life, climbing up her staff as she began coughing up the blood that had gotten caught in her throat.

 

"I'm fine, I'm-" cough "Not fine" she called out, snapping her fingers to cause a portal to appear in front of the unharmed Bone Bats, teleporting them away to make way for her next summon. With yet another snap, another portal opened up, a single Skag Spitter jumping out of the void and immediately making a beeline for the Plague Marine, barking loudly to gain its attention with acidic spit and animalistic anger. 

 

Freya dismisses the Bone Bats, using her PLZW to summon Henry the Skag Spitter, who immediately uses Bark to taunt the Plague Marine Deadite. Her horde continues to brawl with the New Deadites, attacking them 23 times for 1d2+2 damage. Dyno instead goes for the old Deadites, clawing them for 3d6+14 damage.

 

Loadout

Spoiler

Stats:
Essence: 7
Constitution: 0
Dexterity: 2
Intelligence: 3
Resistance: 2 
Strength: 0
Synergy: 7

 

Noticeable Perks

Death’s Lock
“Honestly? Death is a bit of a minor bump in the road for me now. Granted it's hard, but I can do it.”
Through planning ahead (or just preparing a spell ahead of time), Freya can survive death once, coming back to life after the turn is over with half her health. However, after being used, Freya must reset the spell, which takes an hour of work to complete.

 

Slots: 5/5

 

Action:

 

Passive:

Freya's Personal Little Zombie World: Freya, after learning about the fact that multiple universes exist, whipped up a spell to help abuse that fact, managing to create her own little dimension that she chooses to store her creations in. Freya can store (Syn+Int) zombies into this place at any point in time, and merely creates portals to let them out.
Level 2: Freya can now equip this in combat, which lets her summon a minion as a free action if Freya has an open action slot.
Level 3: Freya's Personal Little Zombie World now considers undead within it to be alive, so long as they are in there.  Undead are capable of training and growing within this pocket space, so long as their false-living needs are taken care of.

 

Trump:

Natural Requiem: Freya infuses powerful necromancy into nearby soil, causing it to temporarily return to what it once was, spawning undead made of the ground itself. Freya summons Syn*4 zombies made from material in the ground around her, which are grouped into one. Freya then rolls 1d4, which is the health of each zombie. Each zombie can attack for 1d2 damage each. Usable once per encounter.
Level 2: Only 15 zombies can die from a single damage source

Level 3: Each zombie can attack for 1d2+Syn/4 damage

 

Equipment:

Black Stick of Death: Freya’s large, special staff, which is… Not that special, only being made from black wood and being about as long as Freya is tall. However, the top does open up a bit, revealing a small glass bowl fused into the wood that Freya uses for certain spells. When equipped, Freya gains +3 Essence when using Necromancy, and can use the Black Stick of Death as an attack, which deals 1d6+Syn damage.

Level 2: As it turns out, Freya has molded little rat skeletons into the bottom of her staff, which can be used to let the staff follow Freya while keeping her hands full. She generally doesn’t show this off to much people, but it is something. The Black Stick of Death does not take up an action slot to use.
Level 3: The Staff has begun to store the life energy from those that die around Freya, creating purple roses that sprout from the staff every encounter, equal to the number of people that die. These roses have many crafting uses, though they vary depending on the life energy stored within them.

Level 4: By using a lung, bladder, and a portal (don't ask how she got the lung and bladder), Freya can now store 1-10 Gallons of blood in a small pocket dimension and use it for Blood Rituals.

Level 5: Soul Roses: Gains [SYN] Temporary HP, that can only be refilled at the cost of 3 Soul Roses (so essentially you get 3 less each combat if you lose all of the temp HP)

 

(Trick) Turn Undead:  Freya fires a cone-shaped burst of positive energy from a symbol important to her that causes target undead being, and the 1d6 undead closest to the initial target in the initiative order, to flee in terror for one round, taking no actions except to run away, or if that is impossible to cower in place.  This action's effects do not discriminate between friend and foe.  This action can cause undead that don't have minds to feel fear, but can be resisted by targets whose essence is at least 10 higher than Freya's.

 

Minions:

Dyno

Henry

Dirt Constructs

 

Dyno

Spoiler

Dystoan Drop Bear
Str:  14
Dex:  2
Int:  0
Syn:  0
Ess:  0
Cons:  14
Res:  -1
 
HP:  48
 
Abilities:
Pounce (level 4):  The drop bear makes a strength check against the target's strength, and on a success Pins them.  Pinned enemies can only use actions on themselves or the drop bear, and cannot leave combat.  The drop bear cannot miss them with actions.  Should somebody else try to use actions on anyone participating in a pin, the attack has a 50% chance to hit the other being in the pin.  The drop bear can only pin 2 people at once.  If the drop bear is forced to move, the pin ends.  The drop bear cannot pin things larger than it is.
 
Rend (level 4, passive):  The drop bear deals 2d6 + strength damage at the beginning of its turns to anyone it has pinned.
 
Claw Strike (level 2):  The drop bear claws target enemy for 3d6 + strength damage.
 
Drop Bear (level 2):  The drop bear automatically wins opposed checks if its victim is unaware of its presence.
 
Stealthy Approach (level 1):  If the drop bear has not acted this combat, it will hide from enemies, becoming impossible to detect without superhuman senses.

 

Henry

Spoiler

Skag Spitter:

HP: 29

Stats:
Str: 5
Dex: 3
Con: 3
Int: 0
Res: 5
Syn: 4

 

Perks:
Hard-Bodied- This creature's HP is calculated at [20+CON*3] instead.

 

Abilities:
Actives-
Acid Spit- Deal 1d4+SYN damage to target. Lowers RES by 1d4 for 1d2 turns.

Bite- Deal 1d6+STR damage to target. 10% chance to cause "Bleed- Take 1d6 damage for 2d2 turns." Cooldown: 2 turns.

Bark- Taunt 1 enemy for 1 turn. Cooldown: 2 turns.

 

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