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[IC] ALTEREDNU


Hal Henderics

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-The Lab

 

(13, 17) (2) Jun's phone expands, the case cracking as its internal mechanisms shift.  The phone is now destroyed.

 

Lucine looks under the table.

 

There is a monster under the table, whispering into their phone in frantic tones.

 

Making eye contact, a long pause drags out between Lucine and the wide-eyed yellow lizard, who slowly fumbles at their phone and ends the call.

 

A thunderous crash from outside dents the lab door leading out into Hotland.

 

A second crash, and the door bulges outwards.

 

(8, 5) (57)

From outside, a yellow eye can be seen peering through a deep crack in the sliding metal door.

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Ignia jumped as the creature slammed against the door, cracking it open some.

"HEY!  We've got a hostile!"

She started moving as she shouted to the other two still on the top level, in her right hand bronze and gold motes of light gathered up coalescing into a key.

 

 

Ignia attempts to magically lock the Lab Door.

She does not have a specialized trick, her Syn is 6.

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Quickly realizing that the party had effectively broken into someone's house, even if it was for a very good reason, Jun slowly walks over to the front door and essentialy, broadcasts her position to nearby people using walkie thinkie, sending an otherwise discreet series of mental messagse to Ignia that said, "Wait no! I think they're the guy who owns the lab we broke into, it might be better to talk this out, we're technically be in the wrong here," while wracking her own brain to try and puzzle out a way to resolve this situation as peacefully as she could manage.

 

Jun basically activates Ace Ambassador again and uses Walkie Thinkie to talk to Ignia
 

Spoiler

(Passive) Ace Ambassador
The user may choose to, while attempting diplomacy, replace random rolls with Visual Novel style Multiple Choice Dialogue Options based on Jun and the Target, with some options being locked due to either information or a quality Jun lacks, or due to a failed roll against a stat.

 

Walky-Thinkie: The user can now announce their location to everyone nearby, before communicating with someone mentally, either receiving vague answers from someone or sending over full thoughts, but not both at the same time.

 

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Arminius sighs. "It was an implicit threat. While it was more subtle, I'll absolutely give you that, it was still threatening. How... how about next time we see someone, you say hello? Or ask if there's a problem if they look hostile?"

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"Um... Hello?" Lucine manages, before nearly jumping out of her skin at the crash. "W-What was that? What's going on?" She looked back at the yellow lizard person. "D-did you call someone? We're not here to do anything bad!"

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-Snowdin Road

 

"That aside, it may be prudent to avoid attention.  The more reason we have to be spoken of, the more people we are likely to encounter," Toriel reasons.

 

When Arminius walks up to the Sentry station, a dog suddenly leaps up.  The dog is wearing leather-print sweat pants and a bright magenta shirt with a dog's face on it.

 

"Did something move?" The dog mutters glancing from side to side.

 

"Was it just my imagination?"

 

"I can only see moving things, so, if there WAS something moving, for example, a human..."

 

They draw two daggers into their hands.

 

"I'll make sure it never moves again!"

 

Spoiler

 

 

Bxn7kXx.png

 

STATUS

Spoiler

Arminius: Healthy

Rachel: Healthy

Toriel: Healthy

Child: Healthy

 

-

 

Doggo: Healthy

 

-The Lab

 

(16, 9) (52) Ignia surrounds the door in a field of hexagonal magics!

 

(15, 15) The door thuds, to no avail!

 

The eye peers around for a moment, before backing away from the door.  Metallic footsteps can be heard clanking away.

 

(8, 19) (96)  Suddenly, an armored leg crashes through the wall next to the door, punching a hole straight through it!

 

...The leg appears to be stuck.

 

Jun activates Ace Ambassador, targeting the foot stuck in the wall!

 

Spoiler

 

 

Spoiler

-Who are you? LOCKED: The target is too far behind a wall to hear such pitiful retorts!

-What do you want? LOCKED: The target is too far behind a wall to hear such pitiful retorts!

-We mean no harm!

-We've got the lizard!

 

-Remain Silent / Wait

 

(2, 12) "Wh-w-wh" the lizard stammers.

 

(18, 5) In a fit of terror, the Lizard jabs her phone at Lucine, tazing her with a blast of high-voltage electricity from the device.

 

The lizard scrambles out from under the table, running for the door that isn't locked by glowing hexagonal magic, hopping onto the conveyor belt to take her down to the lower level.

 

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Having barred the door for the next few moments Ignia turned, planning on pulling the girl upstairs off of the workbench she had been toying with, only to hear Lucine yelp and meet eye to eye with a lizard heading down one of the ramps.

"What did I say?  Ignore the lab.  It's not worth the trouble, but nooo!  We had to listen to the madman rambling about dead gods and conspiracy theories."

She watched the lizard, but otherwise mostly ignored it as she went up stairs to check on Lucine and Cure any wounds she might've sustained.

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Slowly shifting her gaze to the foot currently stuck in the wall, Jun carefully considered her options going forward, and simply settled on the technically true, if honestly ridiculous sounding, "We mean you no harm, the door was just unlocked and one of our friends thought it would be cool to see what 'foul experiments' this place was up to."

 

>We mean you no harm

Keep using Ace Ambassador, and try to trigger Theorywork and Diplomatic experience.

Spoiler

 

Theorywork: Jun calls upon over five decades of hands on experience and training in the diplomatic arts to better read people and figure out what their next action will be. As a passive diplomatic action, roll a hidden intelligence vs  Essence or Intelligence check against the person you are interacting with to see how accurate your prediction of what their next action is will be.
Level 2: Jun can now use her psionic powers to subtly enhance her diplomatic abilities, for every successful roll made with this action, add a stacking +1 bonus to diplomacy rolls up to a maximum of +3.
 

(Trick) Level 3: When dancing a waltz with someone, this ability's cap is increased to a maximum of +6

Diplomatic Experience: Jun can call on her decades of work experience and her studies on human and alien psychology and sociology to make reasonably accurate guesses about why the person she is speaking to reacted to her words the way they did. This effectively allows her to gain often vague and not necessarily reliable information about the motivations behind a certain action that is made in response to something she said.

 

 

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-The Lab

 

(20, 13) Ingia's healing magics restore Lucine to full health, awakening her!

 

The foot is yanked out of the wall, and Jun's words are met with an almost ponderous silence.

 

rahR17q.png

 

Crash!!!

 

Spoiler

Undynes+armor+is+ing+great+and+needs+mor

 

Dust swirls around the monster after they had bodily smashed through the wall, leaving a person-shaped hole in the stone.

 

Spoiler

 

 

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Spoiler

-Threaten

-Plead

-Reason

-Wait

 

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Nader cast a skeptical eye in Proditor's direction as the psychic space alien stood in front of the door, presumably trying to open it in some way. That skeptical eye turned in the direction of the vending machine when a rather anticlimactic paff signaled the arrival of a box of "popato chisps." (Faintly, Nader was reminded of the poor English of some of the people he'd met back home, back before the unification.) After a moment of silence, Nader shrugged, that motion producing a litany of small clanking sounds. "I can only assume that we are going to be entering that door at a later point, considering that we were actively brought over here by the conspirators. It is the key to ascension, no doubt... but I suppose they want us to see the rest of their story before we get to that point. It's the hallways, then, Proditor. Let's go..." Nader paused for a moment. "Right." And without waiting for Proditor to respond, Nader clanked off down the right pathway.

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"Oh good you're okay, come on."
Ignia motioned for Lucine to follow her back down the stairs.

"Jun we need to get out of here befo-That happens."
Ignia reflexively slams a fist against the round plate of armor on her shoulder, causing her to become engulfed in light for a moment before appearing fully armored.

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"Oww. . ." Lucine rubbed at the spot the tazer had made contact despite there being no visible damage. She suddenly became much more alert-looking when the crash sounded; coming down the stairs, she saw the source and immediately shied away. "D-do we have to fight? We were just looking around to see what this place was." She sidled back up the stairs slightly, pulling her backpack around to her front and reaching inside for Opal - who, blessedly, elected to keep quiet despite the death grip on her triggers. 

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Jun's eyes quickly darted back and forth from the terrified looking lizard and the very pissed off sounding person in full plate, her mind scrambling in search of something, anything to say or do next to try and buy the others enough time to escape, eventually settling on an honestly not that great sounding, "Look, can't we just talk this out? We're really sorry for just barging in like this, and I'm sure that there's something we could do to make this up to the two of you.."

>Reason.

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-The Lab

 

The armored monster pauses at Jun's words, looking between her and the others on the upper floor.

 

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They take a step forward, then, another one.  Only one side of their helmet has an eyehole, and a vivid yellow light leers out from within it.
 
IQqP757.png
 
The monster stops, five paces from Jun, glaring silently at her.
 
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They hold out their hand, as wisps of light flow out from within their armor, swirling together into a spear made of bright blue energy.
 
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Jun suspects she is done talking.
 
The Lizard, unaccosted by anyone, manages to escape through the door.
 
The Royal Guard Captain begins marching towards Jun!
 
Status
Spoiler

Jun: Healthy
Ignia: Far Away!  Unable to participate in battle unless they spend a turn to enter it.  Drastically Boosted Escape Chance
Lucine: Far Away!  Unable to participate in battle unless they spend a turn to enter it.  Drastically Boosted Escape Chance

-

Royal Guard Captain: Sweat-soaked, Hydrated, Dirt-Covered Armor.

 

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Proditor

 

It was quickly made apparent that the door was far more complex than a simple lock, his psionics failing to make any suitable progress with it. In fact, the only sign the alien got that he was doing anything of note was a power flux in the system, overloading a vending machine nearby and causing it to dispense a bag of snacks. A small sound of clanking armor caused Proditor to retract his spirit, his head turning slightly to glance at Nader as the man shrugged, offering his thoughts and then moving down the right hallway. He was still on the notion that this was all related to godhood, and while Proditor was certain that it was something else, the old alien didn't speak a word, instead choosing to simply follow Nader down the right hallway.

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-True Lab

 

Nader and Prodditor walk down the hallway, encountering more lab entries.

 

Quote

ENTRY NUMBER 12:

 

nothing is happening.

i don't know what to do.

i'll just keep injecting everything with "determination."

i want this to work.

 

Quote

ENTRY NUMBER 13:

 

one of the bodies opened its eyes.

 

They exit the right hall, entering a room filled with beds.  One corner of the room has an empty dog bowl in it.  The bowl is caked with a white, chalky slime.

 

One of the beds is invitingly disheveled, with the blanket pulled down.

 

The room splits again, with a northern and eastern door leading deeper into the Laboratory.

 

Another Entry is in this room.

 

Quote

ENTRY NUMBER 14:

 

Everyone that had fallen down...

... has woken up.

They're all walking around and talking like nothing is wrong.

I thought they were goners...?

 

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Ignia's head tilted down some at the person's words, no one could see it but she made a face of disgust.
"I don't care who you are or what you've faced.  Tearing out people's Hearts isn't the answer.  You can't control that kind of power, no one can."
She leapt forward off the stairs, moving at a sprint to stand by Jun, wisps of black smoke escaped from the cracks of her armor and the giant bronze key in her hands started to become wreathed if burning embers.

"I don't want to fight you, but know if you do you will burn."

 

Loadout:

Spoiler

Stats:

HP: 55

DP: 0+3

 

Essence: 3

Constitution: 2

Dexterity: 0

Intelligence: 0

Resistance: 3

Strength: 10

Synergy: 10

 

Reduce incoming Dark-type damage by 20%

Reduce incoming Physical damage by 7.5%

 

Actions:

-Actives:
 

Cure: Restorative energy that mends bones and seals wounds.

Restore 1d4+[Syn] HP to one target.

Level 2: Quick action, may be used with the same move as another Quick action.

 

Fira(Bolt): Launch a single small ball of fire that homes in on your target.

Deal [Key dmg]+[Syn](instead of Str) fire damage to one target, 25% chance for target to catch fire and take [Syn] fire damage each round for two rounds.

Level 2: Quick action, may be used with the same move as another Quick action.

Level 3: +1dX to burn effect.(based on Keyblade dice)

Level 4: Staggers target, interrupting any charging actions.

Level 5: Burn chance increased to 50%.

Level 6: Optional First Strike.

 

Poison Edge(Dark):  Make a Keyblade attack against one target, they become poisoned and take [Syn]/2+[DP] damage each round for three rounds, gain 1 DP, cooldown=1.

Level 2: Quick action, may be used with the same move as another Quick action.

 

Corridor of Darkness(Dark): Ignia can summon a great doorway of shadow and black flame known as a “Corridor of Darkness”, this doorway links with any place Ignia has physically been, that she can picture and focus on, and that isn’t actively being warded against intrusions of darkness.  
Ignia must gain 1d6 DP for each creature that passes through, if she chooses not to those creatures must each make an Ess save against having their Hearts corrupted.
level 2: May now be used to link to places Ignia can see, even if she hasn't been there.

 

 

-Passives:

 

Deck Boost: A technique used to fit more commands into the user’s deck.

Gain two action slots that can only be used for active actions.

 

Combo+: See Frigus.

 

HP Boost: A common skill among Keyblade wielders, used to boost one’s physical durability.

Increase MHP by 8.

Levels 2-9: +3/each.(total of +32)

 

Heart Armor: Any Keyblade wielder worth their salt knows how to summon Heart Armor to protect themselves in combat against the Darkness.

Provides immunity to most environmental effects including brief void exposure.

Level 2: Reduce incoming Dark-type damage by 20%

Level 3: Reduce incoming Physical damage by 7.5%


Borrowed Power(Dark): Drawing from the Darkness has bolstered Ignia’s powers faster than ever before.

Current: +4 Syn, +3 Str, equipping this action at the start of combat causes Ignia to gain 1 DP.

Level 1: +3 Syn, equipping this action at the start of combat causes Ignia to gain 1 DP.

Level 2: +1 Str

Level 3: +1 Str

Level 4: +1 Syn

Level 5: +1 Str

 

 

-Equipment:

 

Name: Keyblade

Damage: 0d6+[Str]

Type: Active

Special Qualities:

-Bound,

-Growing Power,

-Keychains,

-Smash II: Keyblade damage dice are now d10 instead of d6.

 

Name: Distrust
Description: The bronze Apprenticeship emblem Ignia started using after she “failed” her first Journeyman test and her previous keychain “Embers of Light” ceased to work, it creates a fairly old, elaborate, and slightly tarnished looking bronze key that is just a little corroded in places.

Special Qualities:

-Keychain: Attached to  a “Keyblade”.

-Ancient Bolster: +2 dice.

-The First Step: DP is considered 3 points higher when using this Keychain, these temp DP do not reduce MHP.

Level 2:

-Two Steps Back: Ignia may choose to ignore the first three DP she would gain in an encounter.

 

Name: Ability Stud

Description: A small lump of metal on a chain that seems to broaden its holder’s abilities.

Effect: Gain two action slots that can only be used for passive actions.

 

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Lucine hesitantly edged closer to the brewing fight. She didn't want to be there at all - it was the farthest thing from her desires - but she was supposed to be helping, right? "O-opal, get ready." She pulled the Mystic Code out of her backpack, splitting her into the familiar pair of gun-like devices. Lucine didn't hand control over quite yet, though; she was waiting to see if a battle really did break out. "We can, um, try to find another way? I know some about magic. M-Maybe the Class Cards can help?" She loaded Herakles into the Install slot on the gun in her right hand, while the hero called Red Sonja slid into the left.



HP: 24

Mana: 40%
Moves: TBD

Stats: 
  • Essence: 3
  • Constitution: 2
  • Dexterity: 3
  • Intelligence: 6
  • Resistance: 2
  • Strength: 1
  • Synergy: 11


Perks:

Conceptual Coder: Lucine has the somewhat unique talent of being able to inscribe Class Cards with a summoning ritual (with sufficient magical power), both on the traditional medium and into other items, to grant them properties based on the Heroic Spirit forming the card. Summoning a Heroic Spirit into a card relies on her Synergy, and can pull from the history of the world she is currently in if she has learned any meaningful amount of it; she may also attempt an Essence roll to influence the card summoned. The ritual itself must also take place over a confluence of leylines, or it runs the risk of significantly draining Lucine's energy. Creating components or Mystic Codes using a Card relies on her Intelligence. Some Class Cards can be leveled; others have a fixed scaling.

Include: Limit Expand: Lucine's imitation Kaleidostick retains the ability to include a Class Card, modifying its properties based on the card included and applying this modifier to all of her actions. Grants a special Action Slot that can only be used for this purpose. The precise changes are detailed in the Card's description. 

Install: Phantasm Summon: Though Lucine's Kaleidostick doesn't have the power needed to do a full Install, it can grant its wielder some of a Heroic Spirit's properties; due to the loss in power, it prioritizes defensive ones first. Grants a special Action Slot that can only be used to equip a Class Card. The precise ability granted is detailed in the Card's description.

 

Flaw: Magical Life: Lucine, despite appearing mostly like a human and largely being set up like one, is still a person created using magic rather than being born naturally. While she has large reserves of power, she burns through them quickly. Each combat takes a baseline of 15% of her storage capacity, and summoning a Class Card takes 60%. There are numerous methods of restoring one's mana, but she does not begin knowing them.

 



Actions:

Include: Red Sonja: Lucine's attacks cannot be impeded.
Install: HeraklesGod Hand: Negates all actions targeting Lucine's that are Level 2 or lower. After being attacked, she gains +2SYN/3 resistance when attacked with the same damage type for the remainder of the battle. 
-Actives
 

Big Blast I: A long-ranged magical assault consisting of a number of blasts of raw magic. Not a particularly refined technique, but it gets the job done. Deals SYN damage 3 times, to up to 3 different targets. 1 turn cooldown. 

 

Unassuming Presence: The user has a nonthreatening, innocent appearance. Enemies must make an opposed Essence check against the user or the user gains +1 RES against them, they will be 10% less likely to target the user, and will give the user small free items, such as candy or bullets (depending on context.)


-Passives

 Elphet Style II: Every three attacks, the user may make an additional attack.

 

 

Low Quality Flow Acceleration: The user loses less magic to inefficient equipment.

-Gear Level 1: Automatically gain +1 Syn in combat when using a transformation or buff, which ends with the transformation or buff


Equipment:

Kaleidostick Magical Opal (Level 3): Provides numerous things to Lucine, including a fair amount of unnecessary headache at times and the ability to utilize her powers as a magical girl. It's been modified heavily from the original designs by both Lucine and her father, resembling a pair of oversized pistols when in use in combat. The guns lock together into a slightly less threatening-looking winged box when not in combat mode, a box that can fly about under its own power. 

-Damage: (Worlds Cleared+1)d8+SYN (Currently 2d8)

-Soulbound: This item is immune to most item destruction or theft effects, but can be given away, granting most of Lucine's combat powers to the bearer instead. 

 

Necromantic Shotgun: A shotgun modified and enhanced by Freya and Lucine, turning it into a Mystic Code. It has a nasty bite.

-Base: Deals 1d8+DEX damage. +5 to opposed checks that involve shooting or striking someone with the gun.
-Craft Level: This gun now deals Synergy-based damage. 
-Craft Level: Craft level: as an action the user may make a melee attack with this weapon for 1d6+[Syn]+5(due to it's other attribute) Necrotic damage, successfully hitting a biological enemy with this attack increases the damage of the next normal attack made with this weapon by 2d8, cooldown of 2.  
-Craft Level: This weapon is only usable by Freya or Lucine, if both are present in the same combat this secondary attack of this weapon deals an extra 1d6 Necrotic damage and the damage buff caused by striking biological targets also increases damage dice by one step.

 

Berserker Class Card - Herakles: A Class Card containing the essence of the Heroic Spirit Herakles, as summoned under the Berserker class. When Included, it places a debuff on all enemies Lucine targets (regardless of whether her attack is successful) that halves the effect of all defensive and regenerative abilities. When Installed, Lucine cannot be damaged by non-Trump attacks that are level 1. 

-Level 2: When attacked, gain SYN/3 resistance when attacked again by the same damage type.

-Level 3: As Level 2, but add an additional SYN/3 resistance for a total of 2SYN/3

-Level 4: Now defends against attacks of level 2 or lower.

 

Archer Class Card - Red Sonja: A card containing the tale of Red Sonja, under the Archer class. When Included, it prevents any effects from hampering Lucine's attacks, and allows her to load anything she can lift into Opal as a projectile; Opal gains a large top-loader and a laser sight. When Installed, it renders Lucine immune to most environmental effects.

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Sister Rachel moves to stand between Arminius, Toriel, and the dog.  She swore an oath to not kill anyone if it was at all avoidable, and this dog doesn't seem particularly well armed, but, well, there's more than one way to fight a battle.  She unclamps her helmet from where it hangs off her jump pack and puts it on, to protect her throat and face from any lucky blades, and pulls her Nemesis Force Sword into a ready position, resting against her right shoulder with both hands on the hilt of the Astartes sword.  She doesn't activate the power field.  "You will hurt no one today."

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