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[OOC: READ FIRST] Trespassers of the Multiverse: Gaiden^2 (Accepting Signups)


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Okay I've done reworking Leon weeks ago but... I just decide to apply it now since the subplot is over that's a lot more than I expected

The changes are

-changing Leon's flaw from reduce damage to stun him when hit with a mental attack

-changing some of the skill name

-changing the wording on most of the skill

-changing Nightmare Slasher multi attack to a single burst

-Adding +DEX damage to Leon's weapon and changing his armor effect

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NPC Sheet: Oda Nobunaga

 

Name: Oda Nobunaga 
Age: 47 at death
Gender: F
Race: Heroic Spirit
Sex
Appearance: Can vary somewhat, but typically a short young woman with long black hair and red eyes. Her skin is somewhat pale, though this may be the contrast from her outfit: a military uniform-esque ensemble with a scarlet red cape and black everywhere else. She has gold-trimmed sabatons and a military cap with a golden rising sun on it, coming up a few inches from the face of the cap. 
Personality: A cheerful woman, innovative and rather eccentric, to say the least. Fully capable of getting very serious and fully capable of immediately going back to cheery. Not afraid to do what she has to in order to achieve her ultimate goals, and seems to take equal satisfaction in being loved and feared.

 

Level: 10

HP: 230
Init: +15

Stats
Constitution: 10
Resistance: 5+7
Dexterity: 15
Intelligence: 20
Strength: 5
Synergy: 5

Equipment:

Name: Three Thousand Worlds
Description: A powerful array of guns and Oda Nobunaga's Noble Phantasm. 
Type: Weapon
Damage: 6d6+DEX
Minimum Stats: 1 STR 1 SYN
Weight: 0
-Barrage: This weapon's damage increases by a d6 every two levels.
-Three Line Formation: 1.2x damage against mounted opponents.
-Bound

 Name: Demon King's Uniform
Description: An outfit prepared by Nobunaga upon becoming a Servant. 
Type: Armor
Bonus: +2 RES
Minimum Stats: N/A
Weight: 1
SYN Threshold/Bonus: At 20 INT, the user can use a Basic Defense to become immune to physical damage for the turn. 
-Resilent: +Level/2 RES

Name: Arquebus
Description: An ancient matchlock rifle with a distinctive wheel-like mechanism on the side. More of a museum piece than a weapon. 
Type: Bauble
Minimum Stats: 1 SYN
Weight: 2
SYN Threshold/Bonus:
-This bauble can be used as a 1d8+DEX weapon with no other special qualities.
-This bauble might do something special. . .

 

Perks:

Tenka Fubu - Innovation A: Adds Nobunaga's INT to her damage against targets considered Divine or Mysterious. If the target is both, this bonus applies twice. 

Military Tactics B: Adds the user's Level to their INT. 

Charisma B-: All allies in combat with the user gain a bonus to their non-damage rolls equal to their level/2. The user does not recieve this bonus. 

Demon King A: By shapeshifting, the owner is able to become much more resilient to damage than normal. Adds Level to CON. 

 


Actions: (2/28)
Basic Attack
Basic Defense

Shout Commands: Buff a target ally's chosen stat by INT for three turns. This can include the user, but does not improve with buffs on the user. 3 turn cooldown.
-Level 2: This ability can target up to two allies, but the total buff must be split so that it totals INT.
-Level 3: Can target up to three allies.
-Level 4: Buff pool increased to INT*1.25.
-Level 5: Buff pool increased to INT*1.5.
-Level 6: Reduces cooldown to 2 turns.
-Level 7: Reduces cooldown to 1 turn.
-Level 8: Buff pool increased to 1.75INT.
-Level 9: Buff pool increased to 2INT.
-Level 10: This buff can stack.
-Level 11: Increase buff pool by 1d4

 Inspire: Heal an ally for 1d4+INT.
-Level 2: Grants a bonus to their next roll equal to INT/2. 
-Level 3: Bonus increased to INT.
-Level 4: Heal increased to 1d4+INT*1.25
-Level 5: Heal increased to 1d4+INT*1.5
-Level 6: Can self-target.

Volley: Deal the user's weapon damage twice, but remove weapon stat modifiers from said damage (e.g. 1d8 instead of 1d8+DEX).
-Level 2: Does not affect other modifiers. 

 

Covering Fire: Choose an ally. Give them temporary health that expires the next time this action is used equal to 1/4 the damage the user inflicts with their next attack. This health does not have RES.
-Level 2: Can cover two allies. Health pool is shared.
-Level 3: Increases health pool to 1/2.
-Level 4: Can cover three allies.
 

 

 

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  • 4 weeks later...
Spoiler

KcVgGnx.png

 

Name: Snow Maginot
Age: 20
Gender: Female
Race: Human
Sex: Female
Appearance: ~See Above~
Personality: Cold. Some humor, can open up to people occasionally

Level: 4
EXP: 0

HP: 72
Init: 1d20 - 1

Stats:
Constitution: 9
Resistance: 11 [+6]
Dexterity: 0

Intelligence: 1
Strength: 6
Synergy: 3

Equipment:

Name: Starkiller
Description: A very large HF Blade carried by Snow. ~See Above~
Type: Weapon
Damage: 3d6 + STR
Minimum Stats: 5 STR
Weight: 6 [effectively 7]
Qualities: Every 2 levels, up hit die by one weight-class, without increasing the weight

INT Unlock: 10 INT unlocks trait Glacial Touch- Enemies hit by this weapon lose [SYN] initiative.

 

Name: Merriam Plate-Dress
Description: Upper body heavy armor, turning into a protective dress

on the lower half of the body. ~See Above~
Type: Armor
RES Bonus: +6
Minimum Stats: 5 STR
Weight: 7 [effectively 8]
Qualities: Every 2 levels, up RES bonus by one weight-class, without increasing the weight

SYN Unlock: 7 SYN unlocks trait Strong as Ice- +2 RES

 

Name: Boots of Snow
Description: Heavy metal boots, with a slight kick to them
Type: Bauble
Effect: One per combat, if an ally were to take a fatal hit,

wearer may choose to intercept, leaving the ally on 1 HP,

and the wearer taking the remainder of the damage.
Minimum Stats: 5 STR
Weight: 1
INT Unlock: 15 INT, Effect upgrade: wearer tanks the entire damage, leaving the target unharmed.

Perks:

 

FROM THE ICE, WE RISE:

Snow was trained in the harshness of the state of eternal winter, making her stronger

+1 RES/level

 

FROM THE NORTH, WE STAND:

Snow learned the importance of survival, fighting the natural elements

10% HP regen each turn.

Actions

 

RALLY:

Rally the troops, letting them know that you stand among them, and to not fear any foe

All allies gain +[SYN-2] RES for 1 turn, Cooldown: 5 turns

Level 2- Lasts 2 turns

Level 3 - Cooldown reduced to 4

 

STALWART STANCE:

Adjust your stance, to hold back even the strongest of foes, limiting your own offensive capabilities

+[CON] RES, Cannot activate any actions while active, Cooldown: 2 turns

Level 2- +[CON+2] RES

Level 3- +[CON+4] RES

Level 4- +[CON+6] RES

 

COME AT ME!:

Taunt the enemy with mean-hearted words, insulting them with personal attacks into attacking you

Taunts 1 enemy for 1 turn, Cooldown: 2 turns

Level 2- Lasts 2 turns

Level 3- [Nothing?]

Level 4- 2 enemies.

Level 5- [Nothing?]

Level 6- Lasts 3 turns


Inventory:

Personal Journal

Snow Maginot Character Sheet

Edited by Projeck
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Spoiler

Name: Cpts. Mark "Press" Prezbuluski & Franklin "Lucky" Niccolo - UNIT #0429 "RAMPART"

Age: 29 / 42
Sex: M / M
Race: Polish / Italian


Physical Profile: 

Prezbuluski - Blue eyes, small chin. "Babyfaced". Approximately 5'8", 146 lbs. Slender build. Regular attire is a Turquoise suit accompanied by complementary Fedora and shoes. 

 

Niccolo - Brown eyes, nose slightly crooked. "Mean Mug." Approximately 5'11", 160 lbs. Husky build. Regular attire is a Salmon suit accompanied by complementary Porkpie and shoes. 


Psychological Profile:

 

Prezbuluski - A professional, consummate police officer. Prezbuluski is a paragon of discipline and bravery that all of his peers should aspire to. No complaints on file. (This chump is a real fuckin goody-two shoes. What a prick.)

 

Niccolo - Although rough around the edges, on several occasions this officer has handled dangerous cases with skill and precision. Has a reputation as a "strong-arm" in the department. Numerous complaints of excessive force, especially within ethnic neighborhoods. Has been cited for drinking on the job. (Goddamn psychopath. And an asshole to boot.)

 

History: 

 

Prezbuluski - Born and raised in NYC, graduated High School before volunteering for the Marine Forces. Saw a lot of action in the Pacific Theatre. Received accolades for leadership and marksmanship. Reached the rank of Lieutenant before being struck by shrapnel and being shipped back stateside. Moved down to NOLA looking for employment, brief stint as a Psychology Assistant at Tulane University before being recommended to the NOPD. Prezbuluski aided in the closure of several cold cases and has seen time in Traffic, Arson, Homocide and Vice before joining the Gang Division.

Outside of his detective work, Prezbuluski is an accomplished hobby artist. 

 

Niccolo - Born in Chicago to a working class Italian family. Below par student but an exceptional athlete, particularly in Football and Wrestling. Numerous run-ins with the law as well, typically for fighting and public drunkedness as a minor. Left High School to work as a stevedore on Lake Michigan. Transferred down to the NOLA ports, arrested for fighting once again, but acting officers noticed his fighting skill. Inducted as a Beat cop and excelled at his duties, with the occasional disciplinary hiccup. His steely, unresolving attitude made him a top candidate for the Gang Division. 

Niccolo is one of the top representatives of the NOPD Boxing Club, which holds a historic and fairly serious rivalry with the teams of the Fire Department and Post Office.


Level: 3
EXP:

HP: 57
Init: 3 (+5) + 1d20

Stats: (22/22)
Constitution: 5
Resistance: 2 (+2 Armor)
Dexterity: 3
Intelligence: 4
Strength: 6
Synergy: 0
 

Perks: 

Synergistic Justice - Despite their opposing personalities and ideologies, in the field Rampart works together like a single mind in control of two separate bodies. Through this unified cooperation, Press and Lucky combine their resources for increased efficiency. All Buffs last for an additional turn.

 

Battle Hardened - Through a mixture of unwavering devotion to a noble (if vague) sense of order, apathetic cynicism, and a hint of repression, Rampart is untouched by psychological pain and trauma. Rampart is immune to Mental Damage and Status Effects.

 

The Untouchables - Contrary to popular belief, anyone can be deputized into detective duty in an emergency. (Technically, that's not true. But are you going to say no? You even get a gun.") Unlocks the Action "Emergency Deputization".

 

Plague of the Occult (Flaw) - From the apparitions of spirits wandering Japanese forests to voodoo shaman wrecking havoc on the rural parts of Louisiana, the very few instances that Rampart has run into the supernatural count among their most haunting. You can ask them about it, but don't expect a clear answer. Rampart receives 150% damage from Magical attacks.

Actions:

Combined Fire (Basic Attack) - Press and Lucky fire a burst of shots at the target. 2d4 + STR Damage. 

Take Cover! (Basic Defense) - Rampart dives behind the nearest solid structure. Reduces damage by 50% after all other calculations.

 

Jungle Sniper -  Press works his Eagle's Eye and fires a series of accurate shots at multiple enemies. 1d10 + STR Damage to targets. Maximum # of Targets = 1 + (# of Active Buffs). CD: 1.

 

Tom A. Swfit's Electric Rifle - Press deploys the cutting-edge in non-lethal technology, a Stun Gun. 1d10 + STR Electrical Damage to a target. Stun Chance % = 5*(# of Active Buffs.) CD: 1.

 

Riot Control - Lucky loads his revolver with rubber bullets designed to stop and stagger large crowds, and then fires the entire clip into a target. 2d6 + STR Damage. Target loses (# of Active Buffs) RES for 2 Turns. CD: 2.

 

Lock N' Load - Rampart sees that the situation is going to call for a higher caliber of solutions, so they literally pull out the big guns from the trunk of their Cadillac. Rampart raises their STR by [INT] for 2 Turns. CD: 2

 

We Have You Surrounded (Passive) (Final Level) - When Rampart is supported by a supplemental force, no matter how large or well armed the opposition is, they won't be stopped until the flag is waved or bodies litter the street. +1 RES for each Active Buff.

 

Emergency Deputization - "Do you know what a blood oath is? Good, 'cuz you just took one." Unlocked via Perk. A chosen ally receives a copy of all of Rampart's Active Buffs. CD: 3.

(Flavor: Imbued with the power of The Law,  the targeted ally transforms into a true Detective Form while these buffs are in place. This comes with the outfit, transforms their equipment into appropriate detective tools, and anything else to complete the look. This is purely cosmetic, so even if their Wizard Staff turns into a M1 Garand Rifle, it mechanically functions exactly the same as the Wizard Staff. Also, this is all entirely optional.)

 

Equipment:

Name: Standard Issue
Description: The twin set of signature handguns that Rampart uses. Press prefers the compact, accurate Walther PPK .32 while Lucky packs the hard-hitting Colt .45.
Type: Weapon
Damage: 2d4 + STR
Minimum Stats: 2 STR
Weight: 4 STR
SYN Threshold/Bonus: None

 

Name: Armored Vests

Description: Kevlar vests worn around the torso designed to stop the impact of ballistic fire. A must for any officer going into a high-risk situation.

Type: Armor

Armor: +2 RES

Weight: 5 STR

SYN Threshold/Bonus: None

Special Qualities: Additional +2 RES against Kinetic Ranged Attacks (Bullets, Arrows, Physical Spells, etc.)

 

Name: Detective Badges

Description: The prestigious detective's badge makes even the most hardened thug stop in their tracks. Or maybe it's just a placebo that makes a gumshoe feel slightly braver than he actually is.

Type: Bauble

Effect: +5 Initiative

Weight: 0

SYN Threshold/Bonus: None

Inventory:

Detective's Cadillac - A stylish civillian's car repurposed for Justice. Until you look closely inside, looks like any other Cadillac. Reinforced, bullet-resistant, the backseat is separated from the front by a steel grate, to make sure the perps don't try to reach for your gun while you're driving. A few miscellaneous tools are in the trunk, like a jack, spare tire and a length of rope. The AC finally got fixed too.

2 NOPD Beat Cop Uniforms - Like must detectives in the department, Press and Lucky still keep their old suits around for nostalgia's sake. But there's an actual practical application as well; who knows when you need two guys to dress up like cops?

Handcuffs - "You can't break these cuffs."

Yellow Police Tape - "Keep it movin'! Nothing to see here."

Wallets - IDs, some money, family pictures, matches, cigarettes, you know the deal. 

Notepad & Pencil - Press keeps these tools around to jot down notes and draw important faces as well as evidence. Just about everyone notes just about once how uncannily Press's portraits tend to be...

Silver Flask - Property of Lucky. Seemingly bottomless.

UNIT DOSSIER #0492

Edited by UrbanSamurai
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On 12/07/2017 at 2:01 PM, Projeck said:

-snip-

  • Turns out there's a better way to upgrade your gear that just those threshold bonuses. Sachi's equip have the Escalating Power Quality that increases their dice size (weapon) or RES bonus (armor and bauble) (so basically it moves its benefit up by a weight class without increasing the weight) once for every two of her own levels.
  • Those boots are still sorta iffy if they require turn handling to be interrupted while waiting for player input to resolve.
  • From the Blizzard seems fine to me, though whether or not it's something you want depends on your kit. The more influence you can milk out of your first strike, the better. For instance, characters like Mitsurugi who deal bonus damage based on damage dealt last turn would benefit most from this Perk since it basically gives their ramp-up a better starting point.
  • Those RES boosts look fine to me, though since they don't scale with any stats, you're going to have to regularly pump points into them to make them remain relevant.
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My tertiary, Persona healer Perlita Diaz!

 

Name: Perlita Martinez Diaz
Age: 16
Gender: Female
Sex: Female
Race: Human
Appearance: Perlita Diaz stands at 5'1" and her build is rather slim, and a little bit lithe, cutting a fairly pretty figure, not that it would be easy to tell through the conservative clothing she usually wears. Her skin is white, but tanned, and she has features that make her pretty clearly Hispanic if one knows where to look. Her eyes are a warm brown, and her hair is black, straight, and painstakingly groomed into a neat ponytail that goes just past her shoulders. Perlita wears a very conservative outfit, a white dress that goes down to just above her ankles, paired with a red vest that she wears shut.

Perlita's Persona, Crawford, appears in the form of a woman scaled up to around eight feet tall, with bright red hair styled into a curly bob. It wears a glitzy, glittery black cape which would normally be wrapped around the Persona's body, covering it. When Crawford moves around, however, it's revealed that it is wearing a daring combo of a red evening gown, black stockings, and high heels. The fact that the Persona's eyes are an empty white and that it moves in perfect synchronicity with Perlita, only summoned when she uses her abilities, reveal that it is an aspect of Perlita's abilities rather than an independent being.

Personality: Perlita possesses a very strong sense of justice, fairness, and altruism, and she therefore has a pretty definite handle on what she considers to be right and wrong, just or unjust. Perlita also has a genuine desire to do good things in the world and extend a hand down to those who need it, which shows up in her role as a healer, a role she is very much happy with.

What Perlita is much less clear about is to what extent she can express herself, and what she even wants to express, thanks to a pretty big fear of getting judged by other people for it. Consequently, while she does have a playful side to her that appears in private every now and again, she has a tendency to be nervous and stiff in public, and tends to get jammed up when emotional. However, this hesitance disappears when genuine evil is on display, and she is increasingly aware of (if uncomfortable about) her problems.

Level: 6
HP: 96
Init: 1d20+9
Craft Tokens: 3

Action Slots: 8


Stats:
Constitution: 11
Dexterity: 9
Intelligence: 4
Strength: 2
Synergy: 14

Perks: MAG-Oriented: Perlita's Persona, Crawford, represents an aspect of her method of problem-solving in the way it is composed. Perlita has never quite thought in terms of physical force, and though she CAN be surprisingly ardent on things, usually it is an expression of her mind and soul through which she does so. Accordingly her Persona is magically strong.. +1 SYN per level.

Judgement Arcana: Perlita's Arcana is that of the Judgement Arcana -- representing a journey to self-awareness, becoming the person that she truly has the potential to be. As she goes along this journey, she will blossom not only as a human being, but as a member of the forces saving the multiverse, and skillset will reflect this. Specifically when Perlita rolls a trick, she can take the best of two rolls.

Altruism: Perlita is a genuinely selfless and dedicated person in many respects, for all the trouble that sometimes brings, and that means that she pours all of her heart and soul into her healing... and a Persona is, after all, a reflection of the heart and soul. Whenever Perlita uses a move that heals or removes an ailment, her target (with multiheals excepted) gains an addition [SYN] HP in addition to whatever they would have received.

 

Better to Give than to Get: For all of her insecurities, one thing Perlita is always sure of that it is her place in the world to do the right thing, for the sake of other people. Paradoxically, however, as this is one of the strongest metaphorical rocks she has to hold onto, Perlita gains strength from it, personally and to a degree even magically, as her healing restores her too. Whenever Perlita uses a move that heals or removes an ailment, she gains an addition [SYN] HP as well.


Flaw: Psi Weakness: Most every Persona has a weakness, and Crawford is no exception, being weak to attacks of the Psi element -- or attacks that are close enough, thanks to a crippling fear of judgement reflecting itself within her Persona. Perlita takes double damage from mental attacks.

Actions:
Diarama (Level 7): With a flash of her glitzy Persona, Perlita casts one of her two direct healing spells, sending a burst of potent and focused healing energy to diffuse through someone’s being, which mostly just presents itself as a pink glow. Perlita heals 7d4+SYN health for a single target.
Level 2: Upgraded from 1d4+SYN to 2d4+SYN.
Level 3: Upgraded from 2d4+SYN to 3d4+SYN.
Level 4: Upgraded from 3d4+SYN to 4d4+SYN.
Level 5: Upgraded from 4d4+SYN to 5d4+SYN

Level 6: Upgraded from 5d4+SYN to 6d4+SYN

Level 7: Upgraded from 6d4+SYN to 7d4+SYN


Media (Level 6😞Perlita casts her other direct healing spell, which is less potent and more taxing, but heals multiple of her allies. In a lot of ways it looks similar to her other healing spell, simply causing a fainter pink glow of healing energy to surround more people, but it requires a longer exposure of her Persona and is harder to channel — she’s splitting her efforts, after all. Perlita heals 3d4+SYN damage for four targets. 1 turn cooldown.
Level 2: Upgraded from two targets to three targets.
Level 3: Upgraded from three targets to four targets.

Level 4: Upgraded from SYN healing to 1d4+SYN healing.

Level 5: Upgraded from 1d4+SYN to 2d4+SYN healing.

Level 6: Upgraded from 2d4+SYN to 3d4+SYN healing.


Me Patra (Level 3): Perlita summons Crawford and casts a spell which showers the target in bright sparkles of a turquoise color. These sparkles are the visual signs of a spell that can soothe burns, purge illnesses, and calm down unnaturally troubled minds... or maybe multiple at once.”  Perlita heals all of up to two targets’ ailments, with one turn of cooldown for each target beyond the first.
Level 2: Upgraded from removing one ailment from the target to removing all ailments from them.
Level 3: Upgraded to applying to two targets — but for each target beyond the first, she incurs a turn of cooldown.


Kouha (Level 2): Perlita calls forth her Persona, and does something a little out of her usual repertoire with it: she slings a simple bolt of light at the opponent, which sears them more spiritually or perhaps in energy than physically, but harming them nonetheless. Perlita deals 2d6+SYN light damage to the opponent.

Level 2: Upgraded from 1d6+SYN to  2d6+SYN light damage to the opponent.

 

Hama (Level 2): Perlita summons Crawford and performs a more esoteric attack. She envelops the opponent in a glaring sphere of light containing words inscripted upon the inside, which remains for a couple of seconds, at which point the ability’s unreliable magic kicks in, either doing a great amount or not much at all. Does SYN light damage, but with a 30% *2 crit chance.
Level 3: Deals 1d4+SYN light damage, but with a 30% *2 crit chance.

 

Through the Bonds of Camaraderie (Trick): As a member of a specific group of people in Roswell with Personas, Perlita shares a unique bond with them, and pulls on ephemeral threads representing these bonds visible only to Persona-users to invoke Crawford. Turns out she can send something across this thread, too. Perlita can choose to have “once per plot” beneficial items affect Gabriel instead of herself.

 

Equipment:

Aluminum Crossbow: A light and easily portable crossbow with a chassis made of aluminum, this thing isn’t very powerful because it wasn’t actually made for combat so much as recreational purposes. It’s still a crossbow, though. 1d4+DEX damage.

 

Dark Jacket [Level 3]: A jacket that looks dark as night, and in fact is just short of being painfully dark to look at — a scant few steps from vantablack, in other words. It’s Perlita’s most potent possession, bringing out her Persona’s darkness resistance and resisting sleep magic. 20% resistance to darkness attacks, and a 40% chance orresistance to specifically sleep ailments.

Level 2: Gain 20% chance of resistance to sleep ailments.

Level 3: Upgrade that to a 40% chance of resisting sleep ailments.


Effort Choker: A little black and white choker which embodies focus and pushing oneself hard, letting an occasional spell be strengthened but taking some serious effort in the process. Once a plot, Perlita can add [SYN] to a single target heal or attack, but at the cost of adding 2 turns of cooldown to it.

 

Circulation Sash: A light blue colored sash that is worn under Perlita’s dress and as such isn’t really visible. It keeps Perlita’s circulation and movement clear and uninhibited, but only insomuch as preventing a severe shock every one in a while, after which it takes a while to realign itself. Once per plot, can be used to break a stun on Perlita.

 

Symbol of Lumabella: A holy item in the shape of a stylized bow in a beam of sunlight. While Perlita may be both Catholic and fairly religious, her background as a Persona-user means she isn't squeamish about other religion and mythology. Can be activated as a free action once per battle to cause the user's ally-targeting actions to remove a single debuff from allies for the round. If said action already removes debuffs, it will instead heal them by user SYN/2.

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Tertiary submission:

Spoiler

Name: Spicy HG(as in flaming red curry), AKA: Blood Heart

Age: Are YOU going to ask her?

Gender: female

Race: Maker, a human born with the gift of great magical and/or martial talent and the potential to become almost as powerful as the goddesses themselves.

Sex: female

Appearance: She swears she is 5'6” and with shoes she probably is, she has straight, fine, and thick fiery red hair that comes just past her shoulders, pale skin with lots of freckles.  Clothing: A dark red dress with black/lighter red trim and details, it falls just past her knees and almost to her ankles and she wears black/grey stockings to go with it, all of her clothes stay unrealistically clean and dry.

Personality: Generally inquisitive, adventurous, and happy to help, though she does have a tendency to be quick to anger.

Role: Artillery

 

Level: 4

 

HP: 94/94(78+16)

Init: 1d20

 

Stats:

Constitution: 6+2(Bauble)

Resistance: 0+5(Armor)

Dexterity: 0

Intelligence: 0

Strength: 9

Synergy: 11+2

.EXE Gauge: 0/32(0/4lvls)

 

Equipment:

 

Name: Vorpal Glaive

Description: An incredibly sharp blade of polished steel, engraved with the Jabberwocky poem, and mounted on a haft nearly six feet in length and made of Ash, sanded and stained.

Type: Melee Weapon

Damage: (2d8 base)2d10+[Str]

Minimum Stats: [Str] 2

Weight: 6

Syn Threshold/Bonus:

Every 5/Increase damage by 1 weight level

-Vorpal: Defensive effects cannot reduce damage dealt with this weapon to below 25%

 

Name: The Liddell key

Description: A brass key, about a hand's length, and still stained with soot from a fire long ago.

Type: Bauble

Syn Threshold/Bonus:

Every 5/+1 [Con]

-Painful Memories: +[LVL]/2 Syn

 

Name: Trapezohedron

Description: A shiny black bangle made of polygons and math.

Type: Armor

Protection: +5 [Res]

Weight: 6

Syn Threshold/Bonus:

Every 5/Effect increases by [Con]/2.

-Fundamental Origins: +[Con] to MHP.

 

Perks:

 

.EXE: Grants a .EXE gauge and access to both .EX and .EXE attacks.

The gauge: it has a max capacity of thirty-two points, every eight points count as one "level" in the gauge, one point is granted for every hit landed(damage is irrelevant, only hit-count matters), the gauge empties at the end of combat.

.EX attacks: these powerful actions all require a certain number of levels in the .EXE gauge but don't consume points to use.

.EXE attack: extremely powerful actions that usually consume two or more levels of the .EXE gauge to perform.

 

Lily Ranks: The greatest bonds are those forged in the flames of war.

Mechanical effect: You may perform “Coupling Attacks” with allies that have a chance to increase your lily rank with that ally, a high lily rank grants your allies small scaling passive bonuses when you’re in combat together.  Mark lily ranks on your sheet.

3 Ranks: Ally gains 20% fire damage reduction when in combat with you, chance for new rank goes down to 25%.

5 Ranks: Ally gains (optional)1d6 fire damage to basic attacks when in combat with you, chance for new rank goes down to 10%

7 Ranks: 20% fire damage reduction is now 50% reduction, chance for new ranks goes down to 5%.

9 Ranks: 1d6 damage bonus is now bonus 2d6.

 

Furnace Soul: The soul of an elemental prince of fire resides within you, flames bow in your presence and even red-hot magma refuses to harm you.

Mechanical effect: Immunity to fire damage.

 

Flaws:

 

Frozen Grip of Death: Just as fire bows to you ice turns on you, snow and ice seem to burn on touch and frostbite sets in far more quickly.

Mechanical effect: Take double damage from ice/cold based attacks.

 

Actions: 18/18

 

Basic attack: "Power Technique" strike a devastating blow against one enemy.

Basic defense: "Guard" use your weapon and movement skills to avoid 50% damage.

 

Rush Technique: Ravage your enemy with a flurry of blows.  Attack three times for 1d6 each, cooldown=1.

Level 2: Two additional attacks.

Level 3: Two additional attacks.

Level 4: Two additional attacks(total 9).

 

Sealing Slash: Cloak your weapon in binding energy and attack an enemy.  Make a basic attack against one enemy at 75% damage that disables their non-basic actions for 2 turns, cooldown=2.

 

Coupling Attack(perk)(1lvl): Choose one ally, 50% chance to gain a lily rank with that ally(no more than one rank per ally per combat), then you both make a basic attack against the same enemy and each add 1d4 damage to your attack of an element thematically appropriate to the other for each lily rank you share, takes an extra turn to use, cooldown=3.

 

.EX Megadaptor(2lvls): “I’ll make that brain of yours a little smarter, and that body a little stronger.” Increase [Stat of choice] of one target by your [Syn] for 3 turns, boosting the same stat multiple times doesn’t stack, cooldown=2.

Level 2: -1 Cooldown

 

.EX Virus Infliction(3lvls): The worst of ailments for the most vile enemies.  Inflict the “Virus” debuff on one target for two turns, cooldown=3.

“Virus: the inflicted loses all buffs and is unable to gain any buffs for the duration of the effect.”

 

.EXE Flame Bind(-1lvl): Cloak your weapon in captive flame boosting its effectiveness.  Add [Syn] fire damage to the next attack of four targets, yourself or allies, choosing the same target multiple times stacks this effect, cooldown=2.

 

.EXE Conflagration(-2lvls): Raw power and fury flow through your veins boiling your blood and turning almost everything around you(even dust in the air) into a possible incendiary.  Deal ([Weapon dice]+[Syn]+[Str])*2 fire damage divided among any number of targets.

 

Inventory:

Lilly ranks:

Spoiler

Gabriel:1
Perlita:1

Mira:1

Press:1

Lucky:1

Snow:1

 

 

Edited by StormLord
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Secondary character for GoG has arrived. Operation "Add Another Edgelord To The Game" has come!

 

Spoiler

Name: Mira Terumi
Alias: The Dark One
Age: 28 years old
Gender: Female
Race: Human
Sex: Female

 

Class: Magra Knight

Role: Tank/Damage

 

Appearance: Generally, Mira takes the appearance of a 6’5” goliath covered head-to-toe in battered, dark grey armor, almost resembling Sauron from Lord of the Rings, just without the spikes on her helmet and blood red eyes underneath the helmet’s visor. In addition to this, she appears to wear a long, grey cape that seems to generate a constant flow of shadowy mist from the end of it, however, this is just a flow of Magra giving her this appearance, and it is almost never around during a battle due to her wanting to conserve Magra. Due to her armor, size, and the fact that her voice is incredibly deepened and distorted (yet still understandable), Mira is generally mistaken for a male.

 

In reality, Mira is only 5’2” (she only appears 6’5” due to Magra), with a white complexion, pitch black eyes, and generally smoothed out short black hair that goes down to her neck. She is almost never seen without her armor, but if she does go without it she generally wears whatever casual clothing she can find.

 

In battle, Mira rids herself of her normal attempts of intimidation and ‘coolness’ (namely, her altered height and shadow-cape) and sticks with her normal armor, the normal red eyes that are visible underneath her helmet vanish, leaving nothing but blackness underneath her helmet.


Personality: Mira, at  first glance, seems to try as hard as she can to be intimidating. When meeting new people, she generally greets them in her main appearance, the armored giant, and speaks simply, often getting to the point and avoiding more personal conversation.

 

However, truthfully, she is just an extremely antisocial person due to never having the reasoning to talk to people. Due to her history of acting as a lone wolf, she can be incredibly stubborn, and at times insensitive about certain topics due to not having to deal with them in her normal life. Her trust is very, very slow to gain, but when it is achieved she nearly does a complete 180 of her normal demeanor, changing from cold and distant to someone much more warmer and welcoming. Of course, breaking said trust after it is gains assures anyone of their immediate destruction, no matter what the reasoning.

 

Battle theme: Maximize Power! (Under Night In Birth)

Character theme: ?

 

Perks:

Magra
Mira specializes in using an energy she creates inside of her called Magra, which she specifically uses for attacks. She always starts with at least 1 Magra unless specified otherwise, but can carry over Magra from a previous fight if it was higher than 1, and can have a maximum of 8 Magra. At the end of each turn, Mira gains 1 Magra.


Full Moon Arts
Mira’s personal style, the Full Moon style, specializes in using Magra for extra powerful attacks for varying situations. Specifically, this perk gives Mira access to the action “Shattered Moon: Eclipse”.

 

Growing Power

While Mira's prototype generator is flawed and not as powerful and others, it is still something that is growing in efficiency. Mira gains +1 SYN every level.

 

Rending Combination
Due to years of training and mastering of her own internal power, Mira both knows and is capable of using her talents in quick succession. Mira can use up to two separate Magra costing actions per turn.

 

Unstable (Flaw)
Mira is the carrier of the prototype Magra generator, which can become unstable if met with other instances of magic. Any magic attack that connects with Mira deals 50% more damage.

 

Normal Level: 5

 

HP:90


Init: 1d20

 

Stats:

Constitution: 12
Dexterity: 0
Intelligence: 0
Strength: 11
Synergy: 7+5 (12)

 


AP: 18/18
Action Slots: 7
Crafting Tokens: 1

 

Magra Generator: Mira’s heart is a generator, one that creates energy known as Magra, which is something Mira can use as an offensive tool. Every three turns, Mira gains 1 extra Magra.
- Level 1: Every four turns, Mira gains one extra Magra.
- Level 2: Decreased to one Magra every three turns.

- Level 3: Decreased to one Magra every two turns. This frequency cannot be increased further.

 

 Cell Repair: Mira uses some of her Magra to accelerate her healing process than what is considered normal. Heals herself for 3d6+Syn outright, and can use up to eight Magra to add 1d6 to the heal each, or cleanse a debuff.
- Requires 1 Magra minimum
- Level 1: Mira heals herself for (1d6+SYN) health. She is capable of using more Magra for healing, which adds another 1d6 for each Magra used.
- Level 2: Healing increased by 1d6.
- Level 3: Healing increased by 1d6.

- Level 4: Instead of adding an extra 1d6 by spending extra Magra, she can instead cleanse a debuff on herself for every Magra spent.

 

Shatterpoint: Mira uses the blunt end of her weapon, bashing the target with brute force alone. Deals 1d6+Str damage, and if the target had healed/defended during this turn, apply “exposed” debuff on target, causing them to take 50% extra damage from the next attack that hits them.
-Requires 2 Magra
-Level 1: Deals Str damage. If the target had healed/defended during this turn, apply “exposed” debuff on target, causing them to take 50% extra damage from the next attack that hits them.
-Level 2: Adds 1d6 to damage.

 

 Lunar Stance: Mira readies for an enemy’s attack, preparing to counter the second they try to strike her. Cancels the first attack made against her in the turn, and deals (Equipment Damage+3d6) damage to the attacker.
- Requires 2 Magra
- Level 1: If Mira is attacked during the round Lunar Stance is used, she automatically cancels any damage from a single enemy and attacks them for (Equipment Damage+1d6). If Mira is not attacked, she still uses the Magra for this action.
- Level 2: Damage increased by 1d6.

- Level 3: Damage increased by 1d6.
- Level 4: This action now has priority, activating before other (non-priority) actions.
 

 

 Half Moon: Crescent Slash: Mira drags her weapon through the ground, then slashes upwards, sending both parts of the ground and a wave of Magra out towards the enemy. Deals (Equipment Damage+4d6) damage to a single target.
- Requires 4 Magra
- Level 1: Mira deals (Equipment Damage+3d6) damage to a single target.
- Level 2: Extra damage increased by 1d6/


 Full Moon: Restriction Release: Mira puts her Magra generator into overdrive. When activated, this action gives Mira unlimited Magra for 4 turns, but locks up Shattered Moon: Eclipse. After 4 turns, the effect wears off and Mira is unable to generate Magra for two turns.
- Requires 8 Magra
- Level 1: After activation, Mira is capable of using Magra indefinitely for 4 turns. However, during this time, Shattered Moon: Eclipse is completely locked. After 4 turns, Mira is incapable of generating Magra for 2 turns, but immediately regenerates Magra at the end of the 2nd turn cooldown. If the battle ends before Full Moon: Restriction Release is finished, Mira will start the next battle with only one Magra.
- If Cell Repair is used during Full Moon: Restriction Release, it is treated as if Mira had only four Magra available.


(Perk Backed) Shattered Moon: Eclipse: Focusing all of her currently generated Magra and then some, Mira punches the ground and forces all of her Magra into it, causing a massive explosion of darkness to erupt from her. With this action, she can deal either (2[Weapon Dice]+Syn)x1.1 damage to 4 targets, or 4([Weapon Dice]+Syn)x1.1 to a single target, and targets are unable to dodge. However, after it is used, Mira is unable to generate Magra for the remainder of the battle. 
- Requires 8 Magra

- Level 1: Mira deals 2[W]+Syn damage to up to 4 separate enemies, or 4[W]+Syn to a single target. However, after this action is used, Mira is unable to regenerate Magra for the remainder of the battle, effectively becoming locked out of most of her actions.
-Level 2: Shattered Moon: Eclipse cannot be dodged.

-Level 3: Final damage increased by +10%.


(Equipment) Black Heart (10 Weight): Mira’s personal sword, a rather long, one handed blade made out of black metal. Deals 6d8+Strength damage.
- Level 1: Deals 3d8+Strength damage to a single target.
- Level 2: Damage increased by 1d8
-Level 3: Damage increased by 1d8

- (Craft) Level 4: Damage increased by 1d8. Bonus towards Magra infusion on this weapon.

- (Craft) Level 5: Aura of Greed: Once per round when Mira lands a weapon attack Black Heart gains one charge.  Mira gains +1 Syn  and -1 global DR for every two charges Black Heart possesses.  Black Heart looses all charges at the end of each encounter.

 

(Equipment) Mira’s Armor: The armor of the “Dark One”, Mira. Rusted, old, and cracked, yet durable enough to continue protecting its user from harm. Gives +4 Damage Reduction against Piercing/slashing attacks, and gives a +1 Damage Reduction against all physical attacks, but lowers initiative by 4-Strength (to a minimum of 0).
- Level 1: +1 Damage Reduction against piercing/slashing attacks, but lowers Initiative by 4-Strength (to a minimum of 0)
- Level 2: Damage Reduction increased by +1
- Level 3: Damage Reduction increased by +1
- Level 4: Damage Reduction increased by +1

- (Craft) Level 5: Damage Reduction +1 against all types of physical attacks.

 

(Equipment) Helmet of the Judge: 

- Level 3: Once per combat as a free action Libra one target revealing their HP and a small blurb of information if able.

- (Craft) Level 4: Can be used twice in an encounter, but costs 1 Magra to use the second time.


Inventory: Aside from her armor, nothing currently.
 

 

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Chryssa Reynolds, from the World of RWBY (WIP)

 

Spoiler

Name: Chryssa Reynolds
Age: 20
Gender: Female
Race: Human
Sex: Female
Appearance: Chryssa stands at a height of 5'7", constantly wearing her signature beret. She has purple eyes, and purple hair which is braided down to her waist, tied off with a golden ribbon. Her facial features would be considered cute in their shape, not brought out much by her pale skin. Her uniform is always kept neat and clean, as per the standards of her Hunter academy.
Personality: A sweet individual, who cares for others, but can be cocky at times. She's seen her fair share of combat, causing her to act tough at times. She'll put herself aside when others need caring for. Most of this will be developed in-game as I see fit (so this isn't a set thing).

History: 

Level: 4
EXP: 0

HP: 66
Init: +2

Stats:
Constitution: 5
Resistance: 6
Dexterity: 4
Intelligence: 2
Strength: 9
Synergy: 0

Perks:

Semblance of Energy Redirection- Chryssa builds up energy from the impacts of attacks made against her, making her stronger.

  -Chryssa gains an Energy Point Meter (EP), which caps at [Level*10] points. For ever 2 damage that Chryssa takes, she gains 1 EP in her meter.

  -She can empty this meter for 1 damage with every 2 points that she spends from it (this rounds if she has an odd number, such as 5).

  -This meter automatically empties at the end of combat.

  -For every 5 points in the EP Meter, Chryssa gains +1 RES until the meter is emptied.

  -Not affected by any buffs.

 

Perky Perk

Actions:

 

Equipment:

Name: Jaiko
Description: A double-blade of black steel.
Type: Weapon
Damage: 
Minimum Stats: 9 STR, 4 DEX
Weight: 9
Special Qualities:

-Bound

-


Inventory:

 

Edited by Projeck
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My new primary for after this plot ends.

 

Spoiler

Name: Ian Slate
Age: 20
Gender: Male
Race: Faunus(? He seems human but he insists that it’s not true and the evidence says that as well…)
Sex: Male
Appearance: This man puts you in mind of an unstoppable machine. He has droopy eyes the color of gunmetal. His luxurious, straight, iron grey hair is worn in a style that reminds you of the rays of the sun. He's got five o'clock shadow.  He is very tall and has an athletic build. His skin is tanned. He has large feet. His wardrobe mimics the main enemies of his home, the Grimm, being a large tattered black coat with a deer skull mask that has red designs on it. Loves his kevlar.
Personality:  A vet of many years fighting against vaguely understood threats. This has caused him to be a bit off.

Level: 3
EXP: 0

HP: 55
Init: 1d20+4

Stats: 0  Cap = 12
Constitution: 5
Dexterity: 4
Intelligence:0
Strength: 12
Synergy: 9
 

 

Perks:

Semblance:  Ian’s Semblance halves the effects of debuffs. He also gains ½*Level strength per two negative effects on himself. If you bend, you can't be broken.

Thick Skin: Stun actions must roll against Ian’s SYN. If it loses then Ian is unaffected by the stun. He was born with thick skin.

A Soul Can’t Be Cut: Ian takes one less damage for every Debuff on him, after all other damage calculations. He’s back for Revengance.


Actions:  0 AP

Basic Defense

Potato: Ian gives an ally a potato, taking on their status ailments for himself. Three turn cooldown

    Level 2: Also heals them for SYN health.

 

 

Wolf Pack: Not usable until 5 turns have passed. Ian teams up with an ally increasing the damage of their attack by his STR and dealing half their damage. 5 turn cooldown

 

Pounce: Ian pounces an enemy, taunting them for a turn and dealing 1d6+STR damage. Two turn cooldown.

 

Pass the Baton: Ian passes a debuff from one enemy to another one. 3 turn cooldown

    Level 2: The Debuff can be applied to one more enemy.

    Level 3: Two debuffs can be passed at once.

 

Shoulder the Burden: Ian copies a debuff on an enemy to himself. 1 turn cooldown

    Level 2: The debuff has its effect reduced by ⅓ of Ian’s STR

 

Just concuss yourself: Ian decreases his INT by SYN for 3 turns. Three turn cooldown

    Level 2: Soft hands: The debuff value is reduced to ½ his Syn.

 

No, you take it!: Ian Copies the Debuffs on himself onto an enemy.

    Level 2: When Ian places a Debuff the duration is refreshed.

    Level 3: When Ian places a debuff it keeps the value from before it was reduced.



Equipment:
Name: Faolchú Liath
Description: A pair of gauntlets with claws designed to stow away as anklets when not in use. 1d6+STR Deals one more damage for every two debuffs the target has.

    Level 2: Deals 2d6+STR damage.

Fill his weapon slot with the current technology and /or material behind his claws not the claws themselves.

So the weapon remains the same, you just replace the steel with adamantine and shit

 

Name: Aura
Description: A manifestation of the soul. Ian’s is grey. Every 2 levels Ian gains 1 HP regen per turn. (2 Regen Currently.)


Inventory:

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  • 5 weeks later...

My tertiary.

Spoiler

Name: Gabriel Kowalski

Age: 16

Gender: Male

Sex: Male

Race: Human

Appearance: Gabriel stands at around 6'0", an inheritance from his father. He has a decently athletic build, not the build of a regular athlete but closer to a boy who participates in the occasional game of basketball. His eyes are a deep brown and his features are, like Gabriel himself, best described as Eurasian, any determination of his ancestry further muddied by his tanned skin. He often walks around with short, messy auburn hair, generally dressed in black polo shirts and jeans with a navy blue vest he wears open, revealing the red lining within and giving off a casual air in line with the boy wearing it.

 

Gabriel's Persona, Oppenheimer, appears in the form of a humanoid scaled up to around eight feet tall, its pale red upper body exposed with the build of a lightweight boxer. The head is odd-looking; the crown is flat, with two triangular shapes akin to cat ears on either side of the head. The entire face is replaced by a single, oval and opaque visor, a stylized animation of the hydrogen atom constantly revolving upon it. Its arms are bandaged in white boxer's tape and black leather straps, leaving only its fingers and thumbs exposed. The lower half of the body is suited in the lower half of a black business suit, pants, shoes and all. Oppenheimer's inhuman visage and its synchronicity with Gabriel's movement reveal its nature as the manifestation of his psyche, rather than a being in its own.

 

Personality: Gabriel seems rather laidback and calm, coming off as rather loose and relaxed. This, however, is but a first impression that quickly evaporates; though genuinely a relaxed and laidback person, Gabriel is quite full of energy and niceness to spread about, always with a word of encouragement ready and a pat on the back to help you get on the road. Quick to help and slow to judge, Gabriel often thinks the best of people, even when proven wrong time and time again, and does his best to help the helpless. Gabriel is very difficult to put down in any way; nothing seems to stop his relentless cheer for too long as he pulls himself up- and anyone else nearby he can. Indeed, very rarely can one get an expression aside from 'relaxed' or 'happy' on his face; 'anger', 'sadness' and 'fear' seem to be wholly absent from his emotional repertoire.

 

What worries Gabriel, however, is the world around him; a world that threatens to bear down upon him with the weight of its woes. Though presenting the face of a carefree boy with all the cheer to share and mostly living up to it, the cheer sometimes fades, replaced with concern; concern that, for all of his happiness and the willingness to share, it sometimes won't be enough, and that to believe the best of people is, as some say, a fools' errand, better left to characters of fiction than people like Gabriel who live in the 'real world'. Consequently, he may seem overeager to help others, in an attempt to prove to himself that his approach really works, and that working for the best in people is not a lost cause despite the world around him trying to prove otherwise.

 

Level: 6

EXP: 150

HP: 90

Init: 11

 

Base Stats: (39/39)

Strength: 2

Dexterity: 11

Intelligence: 6

Constitution: 10

Synergy: 9 (14)

 

Perks:

MAG-Oriented: Gabriel's Persona is of the more magically-leaning variety, and he feels the power of that progression rather keenly. +1 SYN per level.

Sun Arcana: Gabriel's Persona is of the Sun Arcana, the searing light that burns all who are revealed to it. Nuclear and fire attacks used by Gabriel inflict a burn on the opponent, dealing SYN/2 piercing damage for three turns, each subsequent nuclear or fire attack adding an extra stack of burn. Enemies who resist radiation and fire cannot be affected by Sun Arcana's effect.

Beat of My Blood: Any Frei-line skills (including his basic attacks) upon enemies with Burn, Shock or Frozen statuses (or any analogues) deals x1.3 damage. Sun Arcana's effects qualify as Burns for Beat of My Blood.

Optimism: Even the worst kinds of situations can't bring a downer onto Gabriel's easygoing attitude. As the Persona is a reflection of the soul, Oppenheimer reflects Gabriel's unyielding optimism. Ailments have halved durations on Gabriel.

 

Flaw:

Reactor Cooldown: Gabriel takes x2 damage from ice and cold attacks.

 

Actions: 18/18

Freila: Utilising Oppenheimer, Gabriel blasts an opponent with the power of nuclear radiation, unleashing a miniature nuclear blast onto them. Gabriel does 5d6+SYN damage to a single target.

- Level 2: Frei 2 - Upgraded from 1d6+SYN to 2d6+SYN damage.

- Level 3: Frei 3 - Upgraded from 2d6+SYN to 3d6+SYN damage.

- Level 4: Freila 1 - Upgraded from 3d6+SYN to 4d6+SYN damage.

- Level 5: Freila 2- Upgraded from 4d6+SYN to 5d6+SYN damage.

- Level 6: Freila 3- Upgraded from 5d6+SYN to 6d6+SYN damage.
 

Mafreila: Gabriel blasts all enemies with a burst of nuclear energy, less taxing and powerful than its stronger counterpart. Deals SYN+2d4 damage to all enemies, 3 turn cooldown.

- Level 2: Mafrei 2: Adds 1d4 to damage, but increases cooldown by 1.

- Level 3: Mafrei 3: Decreases cooldown by 1.

- Level 4: Mafreila 1: 1d4 to 2d4, but increases cooldown by 1.

- Level 5: Mafreila 2: Decreases cooldown by 1.

 

Agilao: Gabriel sears an opponent with a blast of flames using Oppenheimer. The targetted enemy takes 10% increased damage for the next 3 turns. Resuing this attack resets the duration, but does not increase damage taken further. This can only be applied to one enemy at a time, and if applied to a new enemy the original target is no longer affected. Deals SYN+2d4 damage.

-Level 2: Agi 2: Deals SYN+1d4 damage.

-Level 3: Agi 3: Damage bonus lasts for 3 turns.

-Level 4: Agilao 1: Deals SYN+2d4 damage.
-Level 5: Agilao 2: Deals SYN+2d6 damage.

 

Red Wall: Gabriel protects an ally by applying the power of Oppenheimer's resistances to an ally. A targeted ally takes 50% less damage from attacks. If the attack is nuclear or fire-based, increase the damage resistance to 75%.

- Level 2: Red Wall 2: 60% damage resistance, 80% vs nuclear/fire attacks.

- Level 3: Red Wall 3: 65% damage resistance, 85% vs nuclear/fire attacks.

- Level 4: Red Wall 4: 70% damage resistance, 90% vs. nuclear/fire attacks.

 

Equipment: 7/7

Through the Bonds of Camaraderie (Trick): Gabriel can choose to have “once per plot” beneficial items affect Perlita instead of himself.

 

Throwing Axes: A pair of hatchets that happen to be well balanced for throwing. Not particularly sharp or dangerous, but they're there. 1d4+DEX damage.

 

Blue Jacket: A blue bomber jacket gained from fighting Shadows. It amplifies Gabriel's natural resistance to radiation, along with a few nifty bonuses. 20% resistance to radiation attacks, and a 40% resistance to specifically heat-based ailments.

-Level 2: Gain 20% chance of resistance to heat-based ailments.

-Level 3: 40% chance of resisting heat-based ailments.

 

Effort Bracelet: A little black and white bracelet which embodies focus and pushing oneself hard, letting an occasional spell be strengthened but taking some serious effort in the process. Once a plot, Gabriel can add [SYN] to the damage of an attack, but at the cost of adding 2 turns of cooldown to it.

 

Brave's Headband: A red headband worn on Gabriel's head that imparts a sense of bravery and resilience to the wearer. Once per plot, it can be used to remove all ailments on Gabriel.

 

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  • 2 months later...

Hello,

Dropping in to say that I'm dropping Trespassers.

It's been fun, but I feel like I've lost touch with my characters and before I went inactive, I felt like I was doing a chore rather than out of enjoyment.

I also feel like it may be just a personal preference. It was at first fun to interact with so many characters, but then it got tiresome and pneumatic to link to them all in character.

 

I just would like to thank Murdoc for dedicating so much time for everyone organising all this. I never really realised how hard it was till I got into a management position, and man, you're doing the work of a God.

I also would like to thank everyone else for being part of this - this was my first RP experience, and you guys made it awesome.

 

I hope to see you around!

-Pigeon

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  • 3 months later...

Updated character sheets for Trespassers system rework:
 

Friedhod Von Grimmelshousen:

Spoiler

Name: Friedhold Von Grimmelshausen

Age: Later thirties, early forties.

Gender: male

Race: Human...once.  Now he is so spliced up with gene modifying plasmids that there's very little human left.

Sex: male

Appearance: Tall, slightly slim build, with blocky features, deep set blue eyes, and "brown" hair currently shaggy and filled with dirt, blood, grease, and other filth, his face is poorly shaven, he has many small cuts, burns, and scars.  He may be found wearing an old lab coat spotted with stains from blood, bleach, and many other unidentifiable substances as well as equally stained black pants and gray undershirt.

Personality: Very intelligent in a mad scientist sort of way, he is fairly good at thinking on his feet, he can be cunning at times, though he is anything but a social butterfly.  He's definatly seen things and is rarely shocked by anything, he also seems excited about being out of wherever he came from and having to fight eldritch horrors, almost like a dream come true.

Backstory:

Spoiler

Friedhold was born into a poor family in Germany in the early 1920s, even as a young child he took great interest in science.  During WW2 despite attempts to hide such information it was found out that one of his great grandfathers was Jewish and thus he was sent away to the concentration camps.  After an indeterminable amount of time he and a couple others managed an escape, they kept their heads down, and ran, they ran as far and as fast as they could.  Friedhold later began pursuing his dream of science only to be denied entrance to or to be kicked out of every college to which he applied, reasons ranging from "insufficient funds" to "deemed academically incompetent".  Sometime after the war had ended he was contacted by a Dr. Brigid Tenenbaum, who told him she had read some of his papers on possible genetic modification and that she wished to meet him, enclosed in her letter was a time, date, location, and plane ticket to Iceland.  During his meeting with Tenenbaum she explained the concept of Rapture and offered him a job at Fontane Futuristics without divulging any exact details on what he would be working on, much less taking him to the city of the deep itself.  Having exhausted all other avenues and being pressed for money Friedhold accepted the job on the spot.  Within the week he had collected all of his belongings and moved to Rapture where he would be working for Fontane Futuristics in Plasmid Research & Development.  All seemed to be going well for Friedhold for once in his life, that is until the fall of Rapture came.  He attempted to flee of course, but only to be cornered by Atlas and his goons who forced him into continued work on making Plasmids.  So he worked knowing full and well the insidious nature of his new "employer".  He also worked in secret trying to reverse engineer the "Hypnotize Big Daddy" Plasmid to make it work in such a way so to "re-bond" a Little Sister to one's self.  After developing his secret Plasmid as much as he could without test subjects he waited, he waited for the day that three of Atlas's denser goons walked into his lab with a Little Sister and told him to "take every ounce of Adam out of her".  They seemed to think he could simply squeeze her with his "science tools" like some sort of sponge, when he refused they got violent, but they were still drained from fighting a Bid Daddy and so stood little chance against Friedhold who possessed both a shotgun and an arsenal of Plasmids.  After dispatching the goons he looked around for the Little Sister who was now trying to climb into the sealed air vent at the back of the lab, he calmed her down(relatively speaking) and managed to use the Re-bond Plasmid on her which to his great surprise was actually successful.  Once the excitement had passed he began to think about the ramification of what he'd just done, not only had he stolen a Little Sister from Atlas, but he had also killed on of Atlas's upper goons, the price to pay for this would likely be his head.  Friedhold saw only two options: stay, fight, and die, or try and find some way out of this cursed city.

 

TL;DR: Born German, escaped concentration camps, took an interest in science, invited to Rapture by Tenenbaum, got a job at Fontane Futuristics working in Plasmid R&D, was "strongly encouraged" by Atlas and goons to continue working after the fall of Rapture, secretly developed a Plasmid for re-bonding Little Sisters, Atlas' goons bring him a LS with intention to have him harvest her at maximum efficiency, he said no, they said yes, he shot the goons and re-bonds her, cue waking up in a strange room.

 

Level: 5

HP: 50/50, 20/20

Init: +1

Tokens: 0/5

 

Stats:

Constitution: 4

Dexterity: 2

Intelligence: 12

Strength: 4

Synergy: 8

Adam: 18

Eve: 8/8

 

Equipment/Tricks:

 

Armored Shell Gene Tonic: A special tonic that once ingested makes the subject's body begin growing flexible plates of keratin just under the skin that protect vital organs.
Grants a pool of 8 HP, for every hit four points of net damage are subtracted from this pool instead of the user.  Three rounds after the pool is reduced to 0 it fully replenishes.  Does not require an action slot.
Level 2: increased the pool by 4.
Level 3: increased the pool by 4.
Level 4: increased the pool by 4.(20)

 

Eve Hypo: A large hypodermic needle and syringe containing a thick blue liquid.

Restore [Syn]/2 Eve, usable once per combat.

Level 2: Usable as a free action.

 

Snowball II and Jacket: This thick, fuzzy jacket protects from the cold, but doesn’t ever let the wearer get overheated.  An adorable drone sits atop a self-refilling cylinder of cryogenic fluid strapped to its back.

Take 20% reduced cold damage, decrease Init by 3-[Str].

Level 2 - Endothermic Mod:  A wearer with at least 5 intelligence can hook Snowball’s cryogenic fluid chamber to any gun or energy weapon, allowing it to deal cold damage.  Anyone damaged by a weapon affected by the Endothermic Mod has their initiative reduced by synergy/3.

Level 3 - Cryo-Freeze:  The wearer uses an action to activate Snowball’s emergency self-preservation protocols, and is encased in ice for one round.  While encased, the user is immune to all other friendly and enemy actions, but is healed for synergy + level HP and cleansed of a status effect or debuff of their choice.  While Cryo-Freeze is active, you may not use actions.  You need at least 10 intelligence to use Cryo-Freeze.  This ability has an 8 round cooldown.

Level 4 - Ultimate Charge 1/10:  Whenever you reduce an enemy’s initiative, you gain 1 ultimate charge, to a maximum of 10.  You cannot gain more than 1 charge per action performed.  Ultimate charge is retained until spent, but cannot be transferred from 1 person to another.

Level 5 - Blizzard:  You use a free action to launch Snowball into the air above your enemies, unleashing a storm of frost.  For the next 2 rounds, each enemy loses initiative equal to your synergy at the beginning of each of your turns.  If this reduction would reduce them to an initiative value that is less than 0, they are also stunned for their next turn.  Snowball will continue to freeze enemies no matter what happens to you.  You must spend 10 ultimate charge to use this ability.  This ability requires 15 intelligence to use.  This ability cannot generate ultimate charge.

 

Widow’s Kiss: This heavy, dark-colored, elegant sniper rifle can do incredible damage if you take the time to aim your shots correctly.  Its original identifying marks have been sanded off and replaced with Sombra Skulls.

Deal 1d8+[Dex] cold damage + [Syn]/3 init damage, decrease Init by 5-[Str].

Level 2 - Charged Shot:  You may spend a turn charging the Widow’s Kiss to increase the base damage to 3d8 + Dex during your next turn.  You need at least 10 intelligence to use this ability.

Level 3 - Headshot:  The Widow’s Kiss deals 100% more damage on a critical hit.  This stacks with other effects that increase critical damage.

Level 4 - Breathe Out:  For every 3 intelligence you have, the Widow’s Kiss deals 1 bonus damage.

-Endothermic Mod: Snowball’s cryogenic fluid chamber has been hooked to this weapon, allowing it to deal cold damage.  Anyone damaged by a weapon affected by the Endothermic Mod has their initiative reduced by synergy/3.

 

Lunar Flare (Level 5): One or more striking beams of silvered moonlight that burn into their target's flesh.

Deals 2d6+INT damage to a number of targets equal to [ADAM spent]/2. Also costs the same amount of EVE to activate, but can be used on a single target without paying ADAM, and can choose the same target twice if the full cost is paid.

 

Perks:

 

Survivor: You were subject to one of the greatest atrocities of human history, you chewed it up and said "Give me another helping" and then survived that too.

Mechanical effect: Never receive a penalty for being reduced to 0(or less)HP,  death counter still ticks.

 

Little Sister: Dr Brigid Tenenbaum's darkest creation, a Little Sister(LS) is implanted with an parasitic Adam producing slug, and then mentally conditioned to collect additional Adam from the corpses around Rapture and stay near a protector known as a "Big Daddy" if this protector is killed the LS with attempt to flee and find another. Traveling through time and space seems to have granted her the ability to create Adam from the lingering magical powers/life forces of the recently deceased.

Mechanical effect: The LS harvests Adam from the corpses of biological foes at the end of each combat.  Adam gained is based on the body's place on this scale:

Fodder/pawn =0, Below player par=1d3-1, Entity roughly par with players=1d4, Entity above player par/mini boss=1d4+2, Very powerful entity/sub-plot boss=1d6+4.

The LS will see and prioritize bodies with more Adam unless told otherwise.

 

Spliced: Something happens to you the first time you're spliced, from the second the first drop of Adam enters your blood stream there's no going back.  It unlock something deep inside you, not only allowing your genes to be rewritten but also allowing you to access a potential you never knew you had, we call that Eve.

Eve comes from many sources, what you eat, what you drink, or what you smoke, and it is from Eve that Plasmids draw their power, allowing your body to do things naturally impossible.

Adam only comes from Little Sisters, and only one of three ways.  1) If you possess the appropriate Plasmid you may "Steal" and small portion of a LS's Adam, 2) you may remove the Adam producing slug from the inside of the LS's stomach(most commonly by reaching down their throat) killing them in the process, 3) after collection a LS secretes a small amount of Adam which she gives to her "father".

Mechanical effect: Allows access to both "Adam" and "Eve".

Adam: you are granted a small amount of Adam when your LS uses "Adam Gather", Adam may be used to "Overload" Plasmids the effects may be found in the action section entry for each Plasmid.

Eve: Used to fuel Plasmids, you generate two at the start of each turn, your max is [Syn].

 

Rapid Mutation: By injecting a massive dose of ADAM Friedhold re-engineers some of his genetic code.
Mechanical effect: May spend 15 ADAM and a crafting token to increase the level of a Plasmid action.

 

 

Flaws:

 

ADAM Ghosts:
Mechanical effect: When Friedhold uses an ADAM boosted action he has an [ADAM spent]*10% chance to become stunned on his next turn, this flaw can only be taken if the owner has the "Spliced" perk, to be replaced at a later date.

 

 

Actions: 12+1/19+1

(7 slots)

 

Electro Bolt: Launch a bolt of electricity at your target.

Deals 3d6+[Int] electric damage, costs 3 Eve.

Electro Bolt II: Affected targets make a [Con] vs [Int] save, on failed save target is stunned.

Electro Bolt III: Deals an additional [Syn]/2 damage.

Electro Bolt IV: Target is now always stunned.

Empowered Electro bolt: Arcs to a second target dealing 50% damage to it, costs 3 Adam.

 

Houdini: This Plasmid allows you to bend light around your body making yourself effectively invisible to the naked eye.

Reduces agro significantly and enemies can't target you, costs 2 Eve to start the effect and disables Eve regeneration for its duration.

Empowered Houdini: Allows the user to bend light around two additional targets or a small vehicle, costs 2 Adam.

 

Insect Swarm: Summon a swarm of wasps and bees that viciously attack a target.

A single target is swarmed taking 2d4 poison damage each turn for [Int]/2 turns, costs 4 Eve, may only have one swarm at a time.

Insect Swarm II: Now uses d6s.

Insect Swarm III: +1 die. (3d6 for 6 turns)
Empowered Insect Swarm: All dice rolls are taken as their max values, costs 4 Adam.

 

Sonic Boom: Send a shockwave of compressed air at your enemies throwing them back.

Targets within melee range are thrown back violently, knocked prone, and dealt [Int] sonic damage, effects up to 10 small targets, 5 medium targets, or 1 large target, costs 1 Eve.

Prone enemies lose defensive bonuses from abilities like "basic defense", and lose dodge bonuses(at GM's discretion) until their next turn, abilities with multi-turn activation are also interrupted.

Empowered Sonic Boom: Used as a free action, costs 2 Adam.

 

Radiance: A burst of healing light, learned from a specific spider-goddess.

Restore 2d6+[Int] HP to one target, costs 3 Eve.

Radiance II: +[Syn]/2 healing.

Empowered Radiance: Heal two targets instead of one, costs 4 Adam.

 

Undertow: Your arm becomes a writhing mass of tentacles that can be used to restrain enemies.

One target becomes stunned and three become knocked prone, costs 2 Eve.

Empowered Undertow: Double effect, costs 4 Adam.

 

Gravity Well: A smooth black orb that seems to weigh on the very fabric of reality, when thrown it creates vortex that sucks in nearby matter.

Choose a point, all nearby inanimate objects and up to 6 enemies are sucked into a vortex created at that point and dealt 1d6 damage for each other object of reasonable size caught in the vortex, enemies caught in the vortex have a 50% chance to become knocked prone, costs 4 Eve.

Gravity Well II: Now deals an additional [Int]/2 damage to each target.

Empowered Gravity Well: All enemies caught in the vortex are knocked prone and have a 50% chance to become stunned, costs 4 Adam.

 

Disintegration: Formless nothing
Friedhold sets one target's MHP to be equal to their current HP, costs 1 Eve.
Empowered Disintegrate: If the target is already at critical health they die instead and leave no corpse, costs 4 Adam.

 

Oblivion Fraying: Those wounded tightest are the first to unravel.

Choose one target, if their Int is equal or higher than Friedhold's they take [Int] stat damage to their Int and this action costs 2 Eve.  If it is lower they're banished until they pass an Int vs Int save, which they may try once per round and this action costs 4 Eve.  Ends after [Lvl]/2(round up) rounds, regardless of save.
Empowered Oblivion Fraying: Gain the stat damage as a boost to Int until the end of the encounter OR opponent rolls their Int save twice and takes the lower result.  Costs 3 Adam.
 

Winter Blast: Breath of old man winter.

Freeze one target, reducing their Init by 1d6+[Int], costs 1 Eve.
Level 2: Increase Init damage to 1d6+[Int]+[Syn/3].
Level 3: Increase Init damage to 1d6+[Int]+[Syn2/3].
Empowered Winter Blast: Target is now also Stunned, Costs 2 Adam.

Iron Sides: Grants one target the “Iron Sides” buff for two rounds, giving them [Int/2] DR/all.  Costs 3 Eve, has a cooldown of two.
Empowered Iron Sides: Target is also purged of all debuffs and immune to debuffs for the duration, Costs 3 Adam.
 

 

Inventory:

 

Double Barrel: A sawn off, side-by-side double barreled, shotgun with a richly stained mahogany handle.

Deals 1d4+[Dex] damage.

 

Jaegerbomb Plasmid(x5): A mysterious Plasmid that makes the wielder feel bolder and stronger.

Grants 4d8 temporary HP to the target, as well as +5 STR, hides the target's current health, and may have other effects.

 

White Phosphorus Grenade(x3): A large but still handheld grenade that upon detonation releases a medium sized torrent of all consuming flames.

Choose 3 targets, deal 4d6 fire damage to each each turn for 3 turns, targets may take a turn to remove themselves from the flame ending this effect, this item destroys itself on use so it may only be used once.

Level 2 - Flame Burst: Affected targets must make a Con vs +5 save each turn they stand in the flames, on a failed save they gain an instance of “Burning” that deals 2d6 fire damage each turn for 3 turns.

 

Tear Gas(x40): A simple and plain looking canister full of gas that when sprayed on a target causes intense debilitating pain and irritation to the eyes, nose, mouth, and lungs.

Target makes a Con vs +8 save, on a failed save they become blinded, interrupted, and unable to flee combat, only effective versus organic enemies.

Level 2 - Gaseous Weapon: In a closed area no larger than a warehouse, this item can affect all targets in the area.  Outside of this scenario, this can only affect a maximum of 3 targets.

Level 3 - Blinded: Upon trying to use an action must make a Con vs +5 save or fail the attempted action.

 

(Tier 1 Level 13) Rare Book: The Ancient Magics, Arcane Rituals for the Modern Wizard

(Tier 1 Level 100) Gamma Metroid Nucleus.

(Tier 1 Level 80) Gamma Metroid Carapace.

(Tier 1 Level 55) Gamma Metroid Jelly.

Moonsilver Ingot x1

Potion of Phoenix x2(stabilize dying target)

Sovereign Glue x2

Healing Potion x4(restore 25%)

Mana Potion x1

 

Large can of Tear gas(x4).

White Phosphorus grenades(x6).

Spray Explosive(Medium tier).

Credstick(4,880 nuyen)

 

Spicy HG:

Spoiler

Name: Spicy HG, AKA: Blood Heart

Age: Are YOU going to ask her?

Gender: female

Race: Maker, a human born with the gift of great magical and/or martial talent and the potential to become almost as powerful as the goddesses themselves.

Sex: female

Appearance: She swears she is 5'6” and with shoes she probably is, she has straight, fine, and thick fiery red hair that comes just past her shoulders, pale skin with lots of freckles.  Clothing: A dark red dress with black/lighter red trim and details, it falls just past her knees and almost to her ankles and she wears black/grey stockings to go with it, all of her clothes stay unrealistically clean and dry.

Personality: Generally inquisitive, adventurous, and happy to help, though she does have a tendency to be quick to anger.

Role: Artillery

 

Level: 5

HP: 70/70

Init: +11

Tokens: 0/5

 

Stats:

Constitution: 8

Dexterity: 0

Intelligence: 0

Strength: 10

Synergy: 12

.EXE Gauge: 0/32(0/4lvls)

 

 

Equipment/Tricks:

 

Vorpal Glaive: An incredibly sharp blade of polished steel, engraved with the Jabberwocky poem, and mounted on a haft nearly six feet in length and made of Ash, sanded and stained.

Deals 2d10+[Str] damage, reduce user’s Init by 8-[Str].

Level 2 - Vorpal: Defensive effects cannot reduce damage dealt below 25%.

Level 3 - Haddock's Eyes:  Burning demon core shards etched into the blade grant +1d4 fire damage.

 

Trapezohedron: A shiny black bangle made of polygons and math.

+12% Physical(non-magic/energy) damage resistance, reduce Init by 8-[Str](minimum 0).

Level 2 - Fundamental Origins: +3%.

Level 3 - Move Memory: Increase user’s Init by 3.

Level 4 - Action Memory: Further increases user’s Init by 3.(15% DR, +6 Init)

 

Bonds Forged: 

Spicy HG can gain one Lilly rank with another character outside combat by expending a crafting token.

 

Moonsliver Pendant: a small pendant made from woven Moonsilver wire and Sharicite.

May be activated to negate all debuffs that would be placed on the user for one round, does not effect already existing debuffs.

 

Perks:

 

.EXE: Grants a .EXE gauge and access to both .EX and .EXE attacks.

The gauge: it has a max capacity of thirty-two points, every eight points count as one "level" in the gauge, one point is granted for every hit landed(damage is irrelevant, only hit-count matters), the gauge empties at the end of combat.

.EX attacks: these powerful actions all require a certain number of levels in the .EXE gauge but don't consume points to use.

.EXE attack: extremely powerful actions that usually consume levels of the .EXE gauge to perform.

 

Lily Ranks: The greatest bonds are those forged in the flames of war.

Mechanical effect: You may perform “Coupling Attacks” with allies that have a chance to increase your lily rank with that ally, a high lily rank grants your allies small scaling passive bonuses when you’re in combat together.  Mark lily ranks on your sheet.

3 Ranks: Ally gains 20% fire damage reduction when in combat with you, chance for new rank goes down to 25%.

5 Ranks: Ally gains (optional)1d6 fire damage to basic attacks when in combat with you, chance for new rank goes down to 10%

7 Ranks: 20% fire damage reduction is now 50% reduction, chance for new ranks goes down to 5%.

9 Ranks: 1d6 damage bonus is now bonus 2d6.

 

Furnace Soul: The soul of an elemental prince of fire resides within you, flames bow in your presence and even red-hot magma refuses to harm you.

Mechanical effect: Immunity to fire damage, +[LVL] Init.

 

CPU Memory Blood Heart:

Mechanical effect: Gain the “Transform!” action, transforming causes all of Spicy HG's .EX and .EXE actions to gain powerful new effects.

 

Flaws:

 

Frozen Grip of Death: Just as fire bows to you ice turns on you, snow and ice seem to burn on touch and frostbite sets in far more quickly.

Mechanical effect: Take double damage from ice/cold based attacks.

 

Actions: 12/19

(7 slots)

 

Defend: "Guard" use your weapon and movement skills to avoid 50% damage.

 

Rush Technique: Ravage your enemy with a flurry of blows.

Total: 4d4+4 attacks for [LVL] damage each, each attack ignores the first 3 points of damage reduction.

Level 1: Attack 1d4 times for [LVL] damage each.

Level 2: +1d4 attacks.

Level 3: +1d4 attacks.

Level 4: +1 attack for each die rolled.

Level 5: +1d4 attacks.

 

Sealing Slash: Cloak your weapon in binding energy and attack an enemy.  Make a weapon attack against one enemy at 75% damage that disables all of their non-item actions for 2 turns, cooldown=2.

Level 2: -1 cooldown

 

110 In The Shade: Spicy HG intensifies her presence; burning away enemy defenses.
One target loses 5 in flat DR or 25% in percentile DR, cooldown of two.
 

Burn: Sets one target on fire for 2d6+[Syn] damage for three rounds, three round cooldown.
Level 2: +1 target
Level 3: +1 target
 

Coupling Attack(perk)(1lvl): Choose one ally, 50% chance to gain a lily rank with that ally(no more than one rank per ally per combat), then you both make a weapon or zero cooldown attacks against the same enemy and each add 1d4 damage to your attack for each lily rank you share, takes an extra turn to use, doesn't require a slot, cooldown=3.

Level 2: Removes charge turn.

 

.EX Megadaptor(2lvls): “I’ll make that brain of yours a little smarter, and that body a little stronger.” Increase [Stat of choice] of one target by your [Syn] for 3 turns, boosting the same stat multiple times doesn’t stack, cooldown=2.

Level 2: -1 Cooldown.

CPU Form: Now also causes the target to gain half as much flat DR.

 

.EX Heat Lightning(2lvls): A channeled arc of concentrated fire.
Make a weapon attack against one target and tick all burn effects on the target, applying their damage to the attack.
Level 2: Now ticks burn effects twice each, applying their collective damage to the attack.
CPU Form: Damage cannot be dodged or reduced.

 

.EX Virus Infliction(3lvls): The worst of ailments for the most vile enemies.  Inflict the “Virus” debuff on one target for two turns, cooldown=3.

“Virus: the inflicted loses all buffs and is unable to gain any buffs for the duration of the effect.”

CPU Form: This debuff's duration now lasts until the target has no other debuffs.

 

.EXE Flame Bind(-1lvl): Cloak your weapon in captive flame boosting its effectiveness.  Add [Syn] fire damage to the next attack of four targets, yourself or allies, choosing the same target multiple times stacks this effect, cooldown=2.

CPU Form: Attacks buffed in this fashion cannot miss or be dodged, buff must be applied after transformation.

 

.EXE Conflagration(-2lvls): Raw power and fury flow through your veins boiling your blood and turning almost everything around you(even dust in the air) into a possible incendiary. Inflicts all enemies with a burn effect that deals 3d6+[Syn] damage each round for three rounds.

CPU Form: Damage becomes Holy/Fire and when enemies die they transfer their remaining DoT to another random enemy.

 

Transform!(2lvls, -1lvl): After generating enough energy to kickstart a short cutscene her divine form Spicy HG transforms into the CPU Blood Heart, gaining all the benefits there in, this is a free action, doesn’t require an action slot.

 

 

Inventory:

 

Moonsliver Ingot x1

Potion of Health x2: Can be quaffed to instantly regain 25% health.

Potion of Mana x2: Can be quaffed to increase or replenish a character's unique resource by an amount discussed with the GM.

 

Lilly Ranks:

Spoiler

Gabriel: 1
Perlita: 1

Mira: 1

Mitsu: 3

Dackly: 1

 

 

Cell:

Spoiler

Name: Cell

Age: Age is subjective

Gender: Varies

Sex: Ew

Race: Glob? Cell? Something like that.

Appearance:Whatever their current body happens to look like minus the head, which is replaced with a large green glob of slime/mold/plant matter/undead filth with a single glowing orange orb floating around inside.

Personality: He may be mute, but he’s very expressive with his various...hand gestures...

 

 

Level: 7(5)

HP: 209

Initiative: 15

Tokens: 4/5

 

Stats:

Strength: 15

Dexterity: 15

Intelligence: 0

Constitution: 15

Synergy: 0

 

 

Perks:

 

Survival:

Multiply level by 1.3.

 

Tactics:

+1 Dex each level.

 

Dead Inside:
+40% MHP

 

Velocity:

Grant the Perk Backed action Velocity.

 

 

Flaws:

 

Cursed!: Occasionally(whether on accident or purpose) Cell does things that offend the gods, and when the gods get offended people(Cell) get cursed.

The GM is free to determine what actually induces a curse in their world, but the default is taking sacred treasure, stealing from shops, opening presents found in dungeons, and breaking down the wrong doors(toll doors).

When cursed, Cell is reduced to 10% of their MHP at the start of their next combat encounter and the curse is lifted at the end of the encounter.

 

Actions: 19/19

 

Velocity: 

As a free action the user may sacrifice any amount of HP to move up in the Init that amount, cooldown of two.

 

Vampirism:

Deal Weapon damage and restore [Damage dealt]/4 HP.

Level 2: Now [Damage dealt]/3.

Level 3: Now [Damage dealt]/2.

 

Aura of Laceration: Talk about a paper cut.

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

Level 2: Increase duration by one.

Level 3: Increase duration by one.

Level 4: May activate as a free action on the first round of combat, goes on cooldown as normal.

Level 5: Increase duration by one(duration of four).

 

Parry: aaannndd riposte.

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

Level 2: If successful the user can choose to make a weapon attack against the parried target as a free action, doing so puts Parry on cooldown for three rounds.

 

Ice Bow: Thawing out hurts the most.

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

Total arrows: 2,

Remaining arrows: 2.

 

Sack of Grenades: Talk about a bag of goodies.

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

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

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

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

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

Ivy Grenade: Causes ivy to burst from the ground and entangle two targets, if they fail a Dex save vs the user’s Dex they are prevented from taking actions that require movement for two rounds, cooldown of two rounds.
Wave of Denial: Throws enemies and projectiles back, the user or one ally can't be targeted with non-AoE attacks for one round, cooldown of two.

Level 2: Adds Oil Grenade.

Level 3: Adds Flashbang.

Level 4: Adds Ice Grenade.

Level 5: Adds Ivy Grenade.

Level 6: Adds Wave of Denial.

 

 

Equipment/Tricks:

 

Belier’s Rune(trick): La Brute.

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

 

Swift Sword: Hit fast and hit hard.
Deals [Str]+[User’s Init - Target’s Init] damage to one target, weight of 15.

 

Force Shield: Rampart who?
Reduces physical(non-magic/energy) damage by 21%, weight of 15.

Level 2: +3% damage reduction.

Level 3: +3% damage reduction.

Level 4: +3% damage reduction.

Level 5: +3% damage reduction(33%).

 

Kanoka Disk 184: A special disk obtained from the world of Bionicle, exact properties are unknown, usable once per encounter.

 

Scintillating Orb: An odd magical orb that absorbs light and magic.

Once per battle, it can be discharged to increase the die size on a given attack by one step. Adds SYN flat damage if dice are already d12s or higher.

 

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Lena Albright

Profile and Attributes

Spoiler

Name: Lena Albright
Age: 16
Gender/Sex: Female
Race: Human
Appearance: Lena is a little smaller than one would expect, topping out at four foot, six inches, though she's rather well-muscled due to her use of such heavy weapons, her body incredibly well-toned despite her relatively young age. Her head is encircled by red-brown hair, its shade almost matching her eyes. She usually dresses in simple, loose clothing when not on a mission, and in combat prefers heavy armor and weapons.
Personality: Incredibly quiet, generally getting most of her point accross just through body language and very meaningful looks. She's surprisingly supportive despite this, somehow very comfortable to be around despite her silent nature.

 

Level: 5
EXP:

 

HP: 55
Init: 4

 

Stats:
Constitution: 5
Dexterity: 4
Intelligence: 4
Strength: 5
Synergy: 12

 

Perks:
1. Accel - Each time this character hits with an attack (it does not have to deal damage), they gain .1 Accel. They can spend 1 Accel to make an extra action on any given turn. They have a maximum number of Accel Guages equal to their level divided by 2. Only the first attack of any Accel combo checks for Whiff, and if it Whiffs, the entire combo is considered to have missed. Accel is maintained between encounters.


2. Verto - By spending a turn reciting an incantation and spending all their stocked Accel (Must be at least 2 complete guages), the character summons an Incorruptus, a powerful magical weapon in the shape of a gigantic knight. Increases Strength, Dexterity, and Constitution by 1/3 of Synergy each, rounded to the nearest whole number and grants temporary HP equal to their level times four that fades if not expended by the time the form ends. In addition, the Incorruptus has its own equipment slots, which due to their highly magical (and huge) nature tend to have significantly higher stats than normal equipment. The Incorruptus form lasts for one turn for each Accel spent this way.


3. Flat Damage - Instead of rolling dice for their damage, this character always hits for the average damage of the attack used, however in exchange their attacks tend to scale slightly better than average.


F. Whiff - Whenever this character attacks, there is a 20% chance for the attack to miss.


4 Geosphere - An orb inset in the choker that's used to summon the Incorruptus, can be activated in order to transport the user and anyone touching them to something like a pocket dimension that consists initially of a small, empty valley. By spending crafting resources, this valley can be enlarged, buildings and landmarks constructed within it, and even the land itself enriched with bountiful soil, rich mineral veins, and other useful features.

 

Actions:
Shatter - A basic downward attack. Deals WD+STR damage. Has a 10% chance to deal double damage, and always deals double damage against downed enemies. 2 turn cooldown on use.
-Level 2 - Crush - Deals 2WD+STR damage instead, but this bonus can only be applied again after 3 turns.
-Level 3 - Gale Cut - Attack can deal an additional 1/4 of SYN as Wind damage, and the affected enemy has a 20% chance of missing any attack they make on their next turn. Incompatable with other elemental effects.
-Level 4 - Earth Tackle - Attack can deal an additional 1/2 of SYN as Earth damage. If this modifier is used and the attack hits a downed enemy, that enemy is launched backward 20 feet and takes an additional 1/2 of SYN as physical damage if they are stopped by an object before moving the full distance. Incompatable with other elemental effects.


Chop - A quick one-handed downward blow. Deals WD+(STR/2) damage, but isn't affected by Whiff.
-Level 2 - Pulverize - Chop now hits twice, though the damage of each hit is halved.
-Level 3 - Deathdiver - Chop now hits three times.


Jawbreaker - A strike aimed at lifting the target into the air. Deals WD+STR damage.
-Level 2 - Gale Revolver- Adds 1/4SYN Wind damage and causes the enemy to Float until the end of their next turn, preventing movement. Incompatable with other elemental effects.


Full Impact - A midair overhead strike that slams aerial targets into the ground. Only hits Aerial enemys, but grounds them (knocked prone and removes flying) and deals WD+STR+the target's CON in damage.


Arm Breaker - Targetted enemy deals 20% reduced damage (rounded to the nearest whole number) for the next 3 turns. Reusing this attack resets the duration, but does not increase damage reduction. This can only be applied to one enemy at a time, and if applied to a new enemy the original target is no longer affected. This is considered to be an attack for the purpose of gaining Accel
-Level 2 - Arm Reaver - Damage reduction increased to 30%
-Level 3 - Sunder Arms - Damage reduction increased to 40%


Armor Breaker - Targetted enemy takes 20% increased damage for the next 2 turns. Resuing this attack resets the duration, but does not increase damage taken further. This can only be applied to one enemy at a time, and if applied to a new enemy the original target is no longer affected. This is considered to be an attack for the purpose of gaining Accel
-Level 2 - Armor Reaver - Damage bonus increased to 30%
-Level 3 - Sunder Armor - Damage bonus increased to 40%


War Cry - Forces one targetted enemy to attack you on their next turn.
-Level 2 - Mighty Cry - War Cry also generates a barrier around the user with HP equal to SYN. This barrier lasts for 2 turns if not broken and if War Cry is reused, the barrier recovers to full health, but does not go above SYN.

 

Inventory:
Hyperalloy Axe: Sets Weapon Damage to 3d6 , but reduces Init by 5-Strength
Base: WD 2d6, -Init 5-STR
Level 2: An expertly honed edge increases WD by 1d6
Level 3: A motor is affixed to the head of the weapon, allowing for the weapon to be charged with Accel through a throttle on the handle, allowing an exchange of 1 Accel for 5 Armor Penetration.

Steel Plate: Reduces damage by 1, reduces Init by 5-Strength
Base: DR 1, Init- 5-STR

---

Titansteel Chainaxe: A massive, 7 Meter tall greataxe with a chainsaw-like head. Sets Weapon Damage to 4d6, but reduces Init by 9-STR
Base: WD 3d6, Init- 9-STR
Level 2: +1d6

Tyrfing Core: A massive, heavily enchanted jewel that serves as the Knight's core. Also increases the power of the Incorruptus, boosting SYN by 1 while transformed.

---

Home: An upgrade to the Geosphere which adds a relatively good-sized home, and allows for items to be stored in it and retrieved through the Geosphere itself without travelling into it.


Equipped Actions -

Spoiler

1.Shatter - A basic downward attack. Deals WD+STR damage. Has a 10% chance to deal double damage, and always deals double damage against downed enemies. 2 turn cooldown on use.
-Level 2 - Crush - Deals 2WD+STR damage instead, but this bonus can only be applied again after 3 turns.
-Level 3 - Gale Cut - Attack can deal an additional 1/4 of SYN as Wind damage, and the affected enemy has a 20% chance of missing any attack they make on their next turn. Incompatable with other elemental effects.
-Level 4 - Earth Tackle - Attack can deal an additional 1/2 of SYN as Earth damage. If this modifier is used and the attack hits a downed enemy, that enemy is launched backward 20 feet and takes an additional 1/2 of SYN as physical damage if they are stopped by an object before moving the full distance. Incompatable with other elemental effects.

2.Chop - A quick one-handed downward blow. Deals WD+(STR/2) damage, but isn't affected by Whiff.
-Level 2 - Pulverize - Chop now hits twice, though the damage of each hit is halved.
-Level 3 - Deathdiver - Chop now hits three times.

Jawbreaker - A strike aimed at lifting the target into the air. Deals WD+STR damage.
-Level 2 - Gale Revolver- Adds 1/4SYN Wind damage and causes the enemy to Float until the end of their next turn, preventing movement. Incompatable with other elemental effects.

3.Full Impact - A midair overhead strike that slams aerial targets into the ground. Only hits Aerial enemys, but grounds them and deals WD+STR+half of the target's CON in damage.

4.Arm Breaker - Targetted enemy deals 10% reduced damage (rounded to the nearest whole number) for the next 2 turns. Reusing this attack resets the duration, but does not increase damage reduction. This can only be applied to one enemy at a time, and if applied to a new enemy the original target is no longer affected.
-Level 2 - Arm Reaver - Damage reduction increased to 20%
-Level 3 - Sunder Arms - Damage reduction increased to 30%, and the cripple now lasts 3 turns.

5.Armor Breaker - Targetted enemy takes 10% increased damage for the next 2 turns. Resuing this attack resets the duration, but does not increase damage taken further. This can only be applied to one enemy at a time, and if applied to a new enemy the original target is no longer affected.
-Level 2 - Armor Reaver - Damage bonus increased to 20%
-Level 3 - Sunder Armor - the cripple now lasts 3 turns.

6.War Cry - Forces one targetted enemy to attack you on their next turn.
-Level 2 - Mighty Cry - War Cry also generates a barrier around the user with HP equal to SYN. This barrier lasts for 2 turns if not broken and if War Cry is reused, the barrier recovers to full health, but does not go above SYN.

7.

 

I regret nothing.

Spoiler

Name: Cecil "The Ultimate Beaurocrat" Stillwright
Age: 115 (Physically about 30 due to age reversion when becoming a Demi-Servant
Gender/Sex: Governmental Apparatus/Male
Race: Human/Demi-Servant
Appearance: Cecil is a young man with short, combed-back black hair, a slight build, and a curious apparatus ending in a nondescript cube covered in buttons on one arm. His expression is haunting, completely devoid of any emotion or reaction to anything going on around him, regardless of the nature of the phenominal, amazing, or horrifying events surrounding him.
Personality: Cecil started out his tenure in ARM as a relatively jaded beaurocrat, Cecil has gone on to repeatedly cover up and apologize for atrocities beyond the ken of most mortal or immortal men, and at this point has completely run out of fucks to give. This results in him essentially taking almost everything in stride, and in fact considers dealing with Trespassers somewhat of a vacation compared to 'the bad old days', which he will tell stories about for quite some time if asked, though that's likely a bad idea considering that most of his stories are... rather disturbing.

Perks: 
Noble Phantasm - Due to Cecil's conversion into a Demi-Servant, his Field Manipulator has been somehow transformed into an item worthy of a legendary hero. The result of this *mostly* results in it having a significantly reduced chance to catastrophically overload and cause untold destruction, though it still allows for impressive feats of universal fuckery.
No Fucks Left to Give - Having served in ARM, and later Guiding Hand, before somehow ending up signed up by the Multiverse to help with yet another fucking mess, Cecil is absolutely done with everyone's shit. This results in most mental effects simply not working on him, his sheer lack of fucks given becoming an ironclad defense against anything from simple fear to complex mind control. This effect is only strengthened by his conversion into a Demi-Servant.
Beurocratic Mind - Extensive experience with beurocracys so complex that they would drive lesser men mad, and long experience with a Field Manipulator, has resulted in extreme development of mental skills, granting +1 INT per level.
F: No Sense of Scale - While Cecil has an academic awareness of danger, he's used to that danger being on the scale of 'well there's an 85% chance of you dying horribly in a city-sized explosion, so he doesn't really know how to react to more personal dangers, like guys with guns. As a result, he doesn't really think to take cover in battle. Ever.
Einsteinian Roulette Item Creation: Cecil can create items with their origins based in the Einstinian Roulette universe.
 
Level: 5
HP: 45
Initiative: Your bonus to initiative, generally DEX minus any penalties you may have.
 
Base Stats: 11
 
Strength: 3
 
Dexterity: 4
 
Intelligence: 12 (5 from perk)
 
Constitution: 3
 
Synergy: 12
 
Actions:

Gaze Upon the Void: Less an actual power and more just a natural reaction to Cecil's existance, Cecil turns his gaze upon a creature or group of creatures, and meets their gaze. This ability works even on creatures normally incapable of sight or even thought, and forces them to make an opposed INT roll against Cecil (d6+INT on each side) or become lost in the utter barren void from whence Cecil's fucks once grew, causing them to be unable to act on their next turn.

High-Speed Transphysical Calculations: A fusion of Cecil's innate skill with his Field Manipulator and the Caster traits he absorbed, allowing for extremely quick and precise calculation. When fully engaged, Cecil can greatly increase the effective power output of the field manipulator by pre-calculating the variables which he would normally have to handle on-the-fly when making use of the device. Doubles the output of the next Manipulator-based power Cecil uses. Obviously, this does not stack with itself.

Fusion Lance: While it appears to be something similar to magic, this is in fact a use of the Field Manipulator to create rapid and explosive fusion to create a lance-like attack which is projected at the target. Deals 3d8+SYN+INT Fire damage.
Base: Deals 1d6+SYN Fire damage.
Level 2: Rapid calculations increase damage by 1/2 of INT.
Level 3: The Fusion Lance now burns away 2 points of damage resistance when it hits.
Level 4: Further refined calculations boost the INT scaling to 1x.
Level 5: Increases base damage by 1d6
Level 6: Increases base damage by 1d6
Level 7: Increases die size of base damage to d8

Sufficiently Advanced Calculation (is indestinguishable from spellcraft): With sufficient exposure to magical phenomenon, Cecil is capable of reproducing what *really should* be completely magical phenomenon through manipulation of physics and/or akasha via his Field Manipulator. This doesn't let him use these skills out of combat, but allows him to purchase tricks based on full-scale spells he has witnessed.

Territory Creation: Infused with the Class Skills of the Caster Class, Cecil can now declare any sufficiently developed goverment center to be his Territory. When within this Territory, he gains a bonus to effective INT for crafting equal to 1/4 of his INT when attempting to create ites which relate to either governmental administration or ERtech (Bootleg Offbrand Miracles).

Item Creation: Having taken on the mantle of the Caster Class, Cecil gains a +3 effective INT bonus when crafting items.

Tell a Dark Fairy Tale: Cecil regales nearby enemies with tales of the bad old days. The sheer horror of the acts he casually describes causes them to instinctively draw back, up to 4 enemies taking a -3 to their damage until he stops talking.
Base: -1 damage to 1 enemy.
Lvl 2: -2 damage
Lvl 3: -3 damage
Lvl 4: +1 enemy
Lvl 5: +1 enemy
Lvl 6: +1 enemy

 
Equipment and Crafting: 7 Tokens

Custom (?) Universal Field Manipulator | Noble Phantasm
Originally a standard Universal Manipulator, procured for long service (and significant beaurocratic shenanigans). Used while en-route to the current locale to 'steal' some residual energy from the Grail Ritual the Trespassers were using to maintain their summoning of several Servants. This, combined with Cecil managing to be sufficiantly skilled to use a UniManip in the first place caused him to take on the properties of a Caster-class Demi-servant imbued with... well, himself, both causing him to revert in age to when he was less geriatric, and altering the function of the Universal Field Manipulator to cause it to function on ambient magical energy rather than the Origin. Additionally, as it is now classified as a variety of Noble Phantasm, its effects have been somewhat stabilized, if more limited in nature unless certain conditions are met, essentially functioning as a 'limiter' on the possible output of the Manipulator.

Base: Allows access to Field Manipulator-Related Skills

Material Destabilization Field - By manipulating the mass-energy of particles entering a field in front of Cecil using the Field Manipulator, Cecil effectively attempts to protect himself from ranged attack by removing the offending projectiles from existance. If this barrier is broken, he must wait at least 1 turn before recasting it.
Base: Creates a barrier with HP equal to 1/2 of Cecil's SYN that intercepts ranged attacks aimed at Cecil.
Lv 2: Adds 1/4 of Cecil's INT to the barrier's HP
Lv 3: Increases INT scaling to 1/2
Lv 4: By adding a layer of 'repulsive' force on top of the 'destructive' force, the MDF is now also effective on melee attacks.
Lv 5: The barrier now recovers 2 HP per turn while active.
Lv 6: The barrier now resists 1 point of damage per attack.

Edited by Ragnarok97071
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  • 3 weeks later...

Bridgett 2.5

Spoiler

Name: Bridgett Myth
Age: 19
Gender: Girl
Race: Human (Midchildaen)
Sex: Girl
Appearance: Bridgett is around 5 feet and 10 inches tall with platinum blonde hair that goes to the small of her back held in two braids connecting together near the end of each braid. She has bright green eyes with glasses and a moderate bust. She normally wears a light blue sweater and a pair of black tights under a knee-length skirt with a pair of black high heels. When fighting she changes into her barrier jacket (look at equipment) and her hair is released from the braids and flows freely
 
Personality: Bridgett is shy and is very unaware of her attractiveness. She is naive since she was raised in her family’s mansion away from people so she has trouble with common norms. She likes to read trashy romance novels and can be a bit perverted at times.
 
Perks:
Flight Bridgett can use magic to fly. Grants her a 20% dodge chance against attacks and a [LVL] bonus to initiative.
 
Cartridge System Bridgett has the Cartridge system installed in Mornings Arrow. Gives her Cartridges she can spend to activate the special effect on actions. She has Cartridges equal to 3*level for each fight.
 
Einherjar Mode: An experimental mode that grants Bridgett's spells more power as she releases its restraints, but due to its experimental nature it causes extreme strain on her body. It can be activated and deactivated as a free action. each level increase is also a free action on a separate turn after initial activation. Each level carries the effect of the previous levels with it. initial Activation cost 20% of Bridgett's max hp and cost another 20% at the end of each turn after. The cost increase with each level increase. 
 
Level 1: Increase damage dealt by her attacks by 25%. Costs 20% of max Hp each turn after activation.
Level 2: Increase damage dealt by her attacks by a further 25% (additive). Hp Cost increased to 25% of Max Hp each turn.
Level 3: Dice rolls on all spells are maximized. Hp cost increased to 30% of Max hp each turn. Deactivation at this level causes Bridgett to lose her next turn.
 
 
Level: 6
HP: 84
Initiative: 8+{LVL}
 
Base Stats: 
Strength: 3
Dexterity: 8
Intelligence: 3
Constitution: 9
Synergy: 12
 
Actions: 
 
Gusisnautar:(current shots 5)A basic shooting spell shots 5 bolts of magic that deal 6 damage each with a cooldown of 2 turns. Shots can be separated to hit different targets. Can use 3 cartridges to change the type of damage dealt to Lightning damage
Base: 2 shots at 4 damage each cooldown of 2 turns
Level 2: + 1 shot 
Level 3: + 1 shot
Level 4: + 1 shot
level 5: increase damage from 4 to 6
 
Hurstwic: 4 Turn Cooldown. Applies `Hurstwic` to the user and two other allies. Hurstwic grants +SYN/2 damage reduction and SYN/2 regen, these effects scale only with the user's base SYN stat. `Hurstwic` has a 3 Turn Duration.
Cartridge Effect: Raise damage reduction to +SYN. Costs 3 cartridges.
Bridgett deploys a self-made barrier spell.
-Level 1: Applies `Hurstwic` to the user. `Hurstwic` grants +SYN/2 damage reduction, this effect scales only with the user's base SYN stat. `Hurstwic` has a 2 Turn Duration. 4 Turn Cooldown.
-Level 2: Increase Duration to 3 Turns. (2 -> 3)
-Level 3: Barrier may now be applied to an ally in addition to the user.
-Level 4: Reduce Cartridge Effect cost to 3 cartridges. (4 -> 3)
-Level 5: Hurstwic now grants SYN/2 regeneration, this effect scales only with the user's base SYN stat.
-Level 6: Increase the number of allies that may be targeted to 2. (1 -> 2)
 
 
Valkyrie Breaker: A wide area bombardment spell that deals 2.5[WD]+(syn) damage to 4 targets. Requires 1 turn of charge before firing. Each turn passed adds 1d12 to the total roll. has a cooldown of 3 turns. Can use 4 cartridges to ignore the turn of charge.
-Level 1: deals 2[WD] damage to 4 targets. Requires 1 turn of charge before firing. Each turn passed adds 1d8 to the total roll. has a cooldown of 3 turns. Can use 4 cartridges to ignore the turn of charge.
-Level 2: dice from turns passed upgrade to d12's
-level 3: upgrade damage from 2[WD] to 2.5[WD]
-Level 4: add +syn to damage 
 
Mythril Buster: A high powered single target spell that deals 5[WD]+syn damage with one turn of charge and deals syn/2 damage to the target for 3 turns after then have been hit.With a Cooldown of 4 turns. Can use 4 cartridges to have it ignore targets damage reduction.
Level 1: Deal 5[WD]+syn damage to one target with one turn of charge. Cooldown of 5 turns. Can use 4 cartridges to have it ignore targets damage reduction.
Level 2: Reduce cooldown from 5 to 4
Level 3: deals syn/2 damage to target for 3 turns after they been hit.

Gleipnir: Bridgett's binding spells. Stuns the target for one turn with a cooldown of 1 turn. Can spend 5 cartridges to increase the cooldown by 4 and the duration by 1
Level 1: tuns the target for one turn with a cooldown of 1 turn. Can spend 5 cartridges to increase the cooldown by 3 and the duration by 1
Level 2: Reduce cartridge cooldown from 4 to 3


Ginnungagap: AOE. Cannot be used until the 3rd round of combat. Has a two-round charge during that time Bridgett's initiative is set to 0 and loses the Benefits from her items and Flight perk. target 6 enemies deal instant death to mooks. Well, other enemies take ([2WD]+Syn)*3 damage unless they make a save Vs Bridgetts syn if they succeed they then take half damage. Cartridge effect: Spend 6 Cartridges to increase the save DC by 3.
 
Equipment:
 
Mornings Arrow. Bridgett's Personal device. It sets the dice for actions that use dice to 3d4.  As a free action can use boost mode to increase damage done by 10% for each cartridge used for 3 turns with a cooldown of 5 turns. Can use up to 2 cartridges in this ability.

-Base Level 1: Set Damage die for actions that use them to 1d4
-Craft level 2: Boost Mode: as a free action Increase Bridgett's damage by 10% for each cartridge used For 3 turns with a cooldown of 5 turns. Can only use a max of 2 cartridges when used.
-Craft level 3: increase the damage die by 1d4
-Craft level 4: Increase the damage die by 1d4
-Craft level 5:- Arcanadynamic Exchange: On the fourth round of combat Morning's Arrow increases its dice by one step until the end of the encounter, to a maximum of d12
 
Barrier Jacket: Grants a pool of 24 HP. For every hit, 4 points of net damage will be subtracted from this pool instead of the wearer. 3 Turns after being reduced to 0 HP, the pool will fully replenish. Bridgett's barrier jacket, a light blue dress with silver gauntlets and boots. It has a short white coat over her shoulders that go to about the middle of her back.
Free Action: Heal the user for the HP of the pool, and reduce the pool's HP to 0. Bridgett reworks the wards of her Barrier Jacket, recovering her health.
Passive: Once per encounter, when an attack would otherwise reduce the wearer to 0 HP, negate that attack, and reduce the pool's HP to 0. All benefits of this item are lost until the pool replenishes. Bridgett purges her Barrier Jacket, negating an incoming attack.
 
-Base Form Craft level 1: Grants a pool of 20 HP. For every hit, 4 points of net damage will be subtracted from this pool instead of the wearer. 3 Turns after being reduced to 0 HP, the pool will fully replenish.
-Craft Upgrade 2: Adds the following Free Action: "Heal the user for the HP of the pool, and reduce the pool's HP to 0."
-Craft Upgrade 3: Adds the following Passive: "Once per encounter, when an attack would otherwise reduce the wearer to 0 HP, negate that attack, and reduce the pool's HP to 0. All benefits of this item are lost until the pool replenishes."
-Craft Upgrade 4: Increase pool to 24 HP (20 -> 24)
 
Inventory:
Trashy Romance Novel x3, Glasses Cloth, Sewing Kit, Cartridges, Refined Moonsilver: An ingot of moonsilver, Broken Scintillating Orb: An orb that absorbs light and magic releasing it in a speckled starfield pattern. It's almost as beautiful as it is useless, Healing Pod: Restores 4d4+20 HP to one target, usable once only, doesn't require a loadout slot, Observation Scope: Looking through this allows you to other peoples heart rate, temperature, and...stuff. Libra one target revealing their HP and a short blurb if able, usable once only (x2)
 

 

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  • 1 month later...
Spoiler

Name: Mikial Adámek

 

Age: 28

 

Gender/Sex: Male

 

Race: Human

 

Appearance: A young Bohemian man, Mikial looks like a fairly regular Eastern European peasant. Somewhat dark skin, speaking of Mongol descent somewhere in the past. Jet black hair and light beard, cut short to fit under a helmet, and brown eyes. He is a tall, jovial looking man. A bloke, a dude, a general guy. Some kind of everyman. He normally wears a simple leather jerkin, breeches and a red tunic with the golden chalice of the Hussite movement emblazoned on it. During battle, and when he was firsts summoned to fight off the monsters eating at the edges of reality, he wears a dented metal breast and a kettle helmet. At his side he has a short sword, on his back a long pike and a handgonne.

 

Personality: Mikial is a generally happy man. While his new situation is strange and, to be fair, kind of bullshit, he is sure God has a plan for them all. Due to being a Bohemian peasant from the 15th Century, hes quite religious. Mikial is a devout Hussite, a splinter Catholic sect that cared all about Communion, poverty for priests and equality of mortal sin. This new theology rather annoyed the main Catholic Church and lead to fifteen years of warfare. Despite all this Mikial still tends towards the more gregarious and happy side of the emotional spectrum. He goes out of his way to make friends with his fellow warriors, especially those of a more common background

 

Level: 5

 

HP: 70

 

Init: 7

 

Stats:
Constitution: 8
Dexterity: 7
Intelligence: 6
Strength: 7
Synergy: 6

 

Perks:

Memory of Vítkov Hill: Deals 20% to Elite enemies and 40% to Bosses

Communion Under Both Kinds: Gains 40% more health from healing

Beneath Notice: Grants Beneath Notice

Pious: 50% reduction against Dark/Black magic

Mere Mortal: Cannot use Magic, equipment, skills, anything. Friendly magical effects reduced by 25% or 1 turn

 

Actions:

 

Gonneshot: Mikial loads his handcannon with an explosive round, blasting through the armor of his foes. Deals WD, ignores all DR and 1d4 of damage for 3 turns, but has a 1 turn cooldown while he reloads
Level 1: Deals WD and ignores DR, but has a 3 turn cooldown
Level 2: Reduce cooldown by 1
Level 3: Reduce cooldown by 2
Level 4: Enemies take 1d4 damage per turn for 3 turns

 

Beneath Notice: Mikial is a mortal man in a war of the gods. The most powerful of creatures will ignore him, to their own peril. As a free action, force a Elite or Boss enemy to not target you with direct attacks for 1 turn, with a 1 turn cooldown
Level 1: As a free action, force a Elite or Boss enemy to not target you with direct attacks for 1 turn, 1 turn cooldown

 

Pikewall: Mikial lowers his pike and bunkers down, letting the enemy charge into him, their momentum driving the pike in further. Deals WD+2d8+STR against Elites and Bosses
Level 1: WD+1d8 against Elites and Bosses
Level 2: WD+2d8 against Elites and Bosses
Level 3: Add .5 of STR to damage

 

Dig in!: Mikial digs a quick trench, letting him better plant his feet and protect himself from an oncoming enemy. This reducies the enemies attack by 1d8 and gives him a 1d8 in damage to his next attack.
Level 1: Enemy attack damage reduced by 1d6 next turn
Level 2: Next attack gains a d6 of damage
Level 3: d6s replaced by d8

 

Prayer: By taking a knee to pray, Mikial can center himself and get restore a small portion of his strength. This heals 10% of his max health + CON and reduces enemy damage by 2 for 3 turns 
Level 1: Heal 5% of max health + CON
Level 2: Heal 10%
Level 3: Reduce enemy damage by 1 for 3 turns
Level 4: Reduce enemy damage by 2 


Equipment:

 

Chalice Armor: A suit of battered metal, colored red with a gold chalice painted on the front. It protects against damage to both the body and the mind. Reduces pysical and magic damage by 5% but reduces the wearer's initiative by 5-STR.
Base: Reduces Physical damage by 5%
-Crafting Level: Magical damage reduced by 5%

 

Great Pike: Mikial's pike, slightly rusty, a little broken, but still perfectly workable. A lot like him! Despite its shabby appearance Mikial has worked it over and trained with it to the point of perfection. Does 2d4+STR+ 1 per enemy faced
Base: 1d4+STR
Crafting Level: adds a d4 to damage
Crafting Level: adds+1 damage per enemies faced

 

Hand Gonne: A early firearm, Mikial has inscribed numerous verses from the Bible on it. With it he defends his allies against the hordes. Deals 1d4+INT against enemies, and he can deal INT damage to two enemies per turn who attack a chosen ally.
Base: 1d4+INT
Crafting Level: Deals INT damage to two enemies per turn who attack a chosen ally

Mikial Adámek

 

First post and sheet on this forum. Joining up because I have friends from bay12 here.

Edited by mcclay
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  • 2 months later...

My GMPC for the current Okami Subplot, the Shrine Maiden Yamashita Ako!

 

Spoiler

Name: Yamashita Ako
Age: 20
Gender/Sex: Female
Race: Human


Appearance: Standing at a rather simple 5’4”, Ako has notable, extremely long, smooth black hair, tied into a large, simple ponytail with a gold metal band with other bits of metal sticking out, resembling flames, that still manages to go down to her waist, and two strands of hair on the front that go down to her chest. She also has dull red eyes, and a fairly pale complexion.

 

Ako’s outfit is a specialized uniform for shrine maidens, being a bright red hakama over a white kimono with red outlines, and the Sun of Amaterasu embroidered onto her kimono, over her left breast. In addition, her kimono’s sleeves are colored red, with notable sewing at her shoulders to show that it was changed to be that way. Her footwear is a simple pair of geta, with white socks that go up to her knees. Ako also has a simple red belt around her hakama that is almost impossible to see, but carries five small bottles of ink, and a rolled up, blank canvas.

 

Personality: Ako, despite her expertise in gods, spirits, and demons, is a rather awkward individual, possessing very limited social capabilities. Generally, she can be fairly absent minded, dozing off regularly if she isn’t doing something, though she rarely does due to the fact she normally has something to do, such as painting, which she is an expert in, thanks to her experience.

 

Level: 5

 

HP: 80
Init: +7

 

Stats: 34/34
Constitution: 10
Dexterity: 7
Intelligence: 5
Strength: 0
Synergy: 12

 

Perks:

 

Divine Judgement
Ako’s actions are guided by those above, and as such, they will be preserved for as long as possible.
All of Ako’s status effects gain one extra round to their duration.

 

(Level 3) Celestial Brush
A divine brush gifted to Ako by the gods, one that can change the course of nature with a single stroke.


Ako gains the ability to use “Celestial Brush Techniques”, and gains 5 Ink Pots. Celestial Brush Techniques cost Ink Pots to use, but can be used as an extra action once per turn. Every turn Ako doesn’t use a Celestial Brush Technique, she’ll gain one Ink Pot back.

 

Ako is unable to gain new Brush Techniques unless she gains a god’s blessing outside of combat, and has three crafting tokens. Brush Techniques can be upgraded with AP or crafting tokens.

 

 

Trickster God
Ako is one of the few maidens who actively worship the Sun Goddess Amaterasu, and care for a shrine dedicated to her. Due to this, Amaterasu has taken special notice of her… In a not good way.


Ako is frequently disturbed by Amaterasu, taking the form of a white wolf with red markings (which can only be seen by those who can observe divine beings). Amaterasu tends to disrupt Ako during combat, generally goofing off and demanding more of her attention, though will let her do her job when the situations are of vital importance.

During non-critical encounters (non-boss encounters), Ako is stunned every three turns due to being distracted by Amaterasu.

 

 

Actions: 18/18

 

Exorcism Slips - Purification
A large collections of slips Ako carries around with her, these slips are specially designed to eliminate evil spirits.
- Deals Syn damage. Against spirits or demons, damage is increased by 1d6+Syn. In addition, a Syn vs Syn check is forced against spirits and demons. If Ako wins the check, the enemy can only use equipment actions until they win the check. The enemy can challenge the check once per turn. This effect can only last for three turns.
Level 1: Deals Syn damage. Damage is doubled against spirits or demons.
Level 2: Against spirits or demons, a Syn vs Syn check is forced. If Ako wins the check, the enemy can only use equipment actions until they win the check. The enemy can challenge the check once per turn. This effect can only last for three turns.
Level 3: Bane damage gains a d6.

 

Divine Instrument - Sun Beads
A Divine Rosary, these beads are specially designed, bearing the mark of Amaterasu’s Sun. They reside around her neck, but can grow to twice their size in an instant, floating around her and lashing out at enemies that dare approach her.
- Deals 4d6+Syn damage to one enemy.
Level 1: Deals 2d6+Syn damage to one enemy.
Level 2: Adds d6 to damage.
Level 3: Adds another d6 to damage.

 

Barrier Slips - Shield
A collection of slips that circle around their target, activating upon being attacked and creating a barrier to deflect the attack.
- Grants two allies 1+15% damage reduction for the round.
Level 1: Grants two allies 1+10% damage reduction for the round.
Level 2: Damage reduction increased by 5%

 

Blossom Slips - Recover
A collection of slips that store divine power, used to mend the bodies of those who need it.
- Heals one ally for 3d4+Syn
Level 1: Heals one ally for 1d4+Syn.
Level 2: Heal increased by 1d4.
Level 3: Heal increased by 1d4


Celestial Brush Technique - Rejuvenation
A circle around an object or individual, which causes a flurry of sakura petals, healing or repairing what was damaged.
- Costs 1 Ink Pot
- Heals a single ally by 3d4+[Syn/2], and removes one negative status effect.

Level 1: Heals one ally for 1d4+[Syn/2]. 
Level 2: Removes one negative status effect from the target.
Level 3: Heal increased by 1d4
Level 4: Heal increased by 1d4

 

 

Inventory:
- A spare brush
- Dozens of blank slips
- A blank canvas kept rolled up.

 

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  • 3 months later...

I have created a tertiary.

Spoiler

Name:  Iowa (USS Iowa BB-4)

Gender:  Female

Race:  Pre-Dreadnought Battleship

Age:  121

Class:  Battleship

Role:  Main Tank/Mook Horror Show

Appearance:   

Spoiler

 

Iowa appears as a woman in her mid-thirties, with a fit yet curvy build.  She’s rather short, barely topping 5’1”, with greyish blue eyes and blonde hair worn in a tight bob.  Her skin is fair, and will burn readily in harsh sunlight (which fades and peels her paint).  Her pupils, for reasons known only to God and anime, are yellow stars that somehow still work right.  She wears a long, white, fitted dress which extends down to the ankles.  There is a red and a blue ruffle at the hem, the latter with white stars on it to better resemble the United States flag.  She wears silver, T-strapped heels of modest height, and dark, backseam stockings, which she firmly believes make her look more modern.  Over her dress, she wears a tightly fitted white suit jacket with red and blue highlights, accessorized with short, white gloves, a white leather purse, and an omnipresent, burning cigarette.  Daringly, she eschews a hat, opting instead for a hairclip resembling a US flag flowing in the wind.  When prepared for battle, her rigging mounts on her back, wrapping half of her hull around each side of her hips.  This section carries her 8” secondary guns on highly mobile mounts that allow far more elevation and range of movement than her steel hull had.  Her smokestacks and fighting masts rise above her head from the backpack section, and her 12” main guns are mounted on mechanical arms that extend from this section, raising them above either shoulder.  The hull is painted white, as she was in her days with the ‘Great White Fleet’.

 

 

 

Personality:  

Spoiler

 

By the time of her decommissioning, USS Iowa BB-4 was obsolete, and painfully aware of it.  She once stood among the queens of the sea, the most powerful warships afloat, a symbol of the United States’ power and pride, an unbreakable shield for the bastion of freedom and democracy…  Until HMS Dreadnought hit the water, and made all battleships before her look like under-armed, sluggish wimps.  Iowa limped along as a training vessel for a while longer, but was expended as a target ship shortly after the conclusion of World War I.  With a history like this, it’s no surprise that Iowa has a MASSIVE INFERIORITY COMPLEX, and is somewhat fixated on seeming modern, helpful, and worth having around.  Even surrounded by trusted friends singing her praises, she can’t help but wonder if they’ll dump her like a stained handkerchief the moment someone more capable comes along.  This fear casts a dark shadow over all her relationships with others, damping down an otherwise warm, lively, adventurous personality.  She’s constantly torn between her designed purpose to defend the United States and their allies, her more personal desire to help and protect her friends and successors, and the constant, nagging feeling that even her close friends and daughters might at any time suddenly decide she’s more useful as target practice than as an ally.  She served with honor and without complaint, and for her service was summarily executed by USS Mississippi; while her grudge was not great enough to overwhelm her loyalty to her nation, she’s rather bitter about not even getting properly scrapped.  No, instead they had to traumatize one of her grandchildren for it, and then leave her to rust.  Her opinion of the officers who made that call isn’t fit for print, and yet she can’t help wondering what she did wrong to deserve such a fate.

 

 

 

Level:  5

HP:  126

Init:  +1

 

Stats:

Str:  10

Dex:  1

Int:  1

Con:  12

Syn:  6

 

Perks:

Spoiler

 

Concussion:  The 12 inch and 8 inch guns in Iowa’s primary and secondary batteries have devastating consequences for anyone in the general area of whoever she happens to be aiming at.  Even if she hasn’t scored a direct hit on them, anyone damaged by Iowa’s artillery suffers from the debuff Concussion for 2 rounds.  Concussion reduces damage dealt by Iowa’s unmodified strength, and does not stack with itself.  Concussion cannot be applied to enemies already suffering from it.  Any attack with a cooldown Iowa makes can apply Concussion (if a ship makes a melee attack, it's still going to hit hard enough for this).

 

Throttle Up:  Grants access to the perk-backed action “Ahead Full”.

 

Built to Brawl:  Iowa’s skin is as tough as her belt armor, a solid foot of Harveyized steel backed by ten feet of coal bunkers.  It takes a lot of damage to get through that kind of protection.  Iowa’s MHP is increased by 40%.

 

Heavy Weapons:  Grants access to the perk-backed action “12 Inch Guns”.

 

Citadel Penetration (Flaw):  Critical hits bypass Iowa’s armor, wreaking havoc on her machine rooms and crew.  Damage from critical hits is not reduced by any effects on Iowa, and being struck by a critical hit stuns her for one round as her crew makes emergency repairs.

 

 

 

 

Actions:

Spoiler

 

Basic Block:  Iowa blocks incoming fire with non-vital portions of her body, like her bow, stern, and superstructure, reducing incoming damage by 50% this round.

 

12 Inch Guns (Perk-Backed):  Iowa deploys her primary weapons, four 12 inch guns, to blast away at her enemies.  These weapons can fire armor piercing shells to inflict devastating damage upon extremely tough enemies, or blow away large groups of light enemies with high explosive shot.  These weapons are extremely potent, but neither subtle nor especially dexterous.  They have a maximum range of six miles, but Iowa can’t accurately hit targets more than a mile away without the assistance of a spotter.  She could as a ship, but being a woman has reduced the height and thus field of view of her fighting top and rangefinders immensely.

-Level 1:  When an encounter begins or this action is used, Iowa chooses to load armor piercing or high explosive shells and this action goes on cooldown.  If this action has not been used yet, the cooldown is halved, rounded up.  When Iowa fires, this action deals 2d12 + strength + synergy damage to target enemy.  Then, an extra effect is applied depending on the shell type.  Armor piercing shells deal [level]d12 bonus damage that cannot be reduced if the target has either more MHP than Iowa or damage reduction at least equal to Iowa's level, exploding before they pass completely through the victim.  If both conditions are met, this bonus damage is applied twice, inflicting a citadel hit.  While AP penetration damage cannot be reduced, it can be prevented entirely by immunities.  High explosive shells deal 1/2 their damage to all enemies other than the initial target with less initiative than Iowa, as they are unable to avoid the explosion.  5 round cooldown.

-Level 2:  The base damage increases to 3d12 + strength.

-Level 3:  The base damage increases to 4d12 + strength.

-Level 4:  The cooldown is reduced to 4 rounds.

-Level 5:  The base damage increases to 5d12 + strength.

 

Ahead Full (Perk-Backed):  Iowa sends orders to her engine room to disregard fuel conservation, wear, and boiler test pressure, building up steam and increasing her engine power.  When not focusing on acceleration, this speed will slowly decay.

-Level 1:  Iowa gains [level x2] initiative.  She loses [level/2] of this bonus initiative whenever she ends a round in which this action was not used.

-Level 2:  Until her next turn, Iowa gains a stack of the status condition Evasive Maneuvers.  Should she be damaged while she has an Evasive Maneuver, she loses one stack of it and reduces the damage by 20% before other modifiers apply.

-Level 3:  Iowa now gains two stacks of Evasive Maneuvers from this action.

 

Damage Control Team (2/2):  Iowa lights herself a new cigarette while her damage control teams get to work curing status ailments.  She can also take a slug of moonshine, motivating her crew and repairing some damage received.

-Level 1:  Iowa becomes immune to status ailments until the end of the round.  Status ailments currently afflicting her are removed by this effect.  This action comes with two Repair Party charges, which are refreshed whenever an encounter begins.  When it is used, Iowa can spend a charge to give herself the non-stacking buff Repair Party.  Repair Party lasts two rounds and heals her for synergy HP per round.  If Iowa has a higher-quality drink equipped as a consumable, she can expend that along with her Repair Party charge to gain additional benefits at the GM’s discretion.  4 round cooldown.

-Level 2:  Repair Party now restores 1d4 + synergy HP per round.

-Level 3:  Repair Party now restores 2d4 + synergy HP each round.

-Level 4: Iowa may choose to ignore stuns or other impairing effects when activating Damage Control Team.  Doing so causes her to gain an appropriate debuff as determined by the GM.  This debuff bypasses the immunity granted by Damage Control Team.

-Level 5:  Iowa may now choose to ignore stuns and other impairing effects when activating Damage Control Team without negative consequences.

 

Lead like Roosevelt:  Iowa prepares herself to act.  Then, if an enemy would down an ally who moves after her, she steps in and blocks the attack with her chest, just like (she firmly believes) Teddy Roosevelt would.

-Level 1:  Grants Iowa the non-stacking buff Bull Moose.  If Iowa has Bull Moose and an ally who moves after her would be downed by an enemy’s attack, Iowa steps in and body blocks the attack, taking it instead.  The ally who first moves after her is given priority if multiple allies would be downed by a single attack.  Then this action goes on cooldown for 3 rounds.

-Level 2:  The ally protected by this action is inspired both by Iowa’s courage and the chance for vengeance.  While this action is on cooldown, they gain a +[level] attack damage buff against the enemy that would have downed them.

 

Bituminous Blast:  Iowa takes a deep drag from her cigarette, burns target enemy with it, and then exhales a choking cloud of coal smoke over them, obscuring vision and possibly inducing a coughing fit.

-Level 1:  Iowa burns target enemy for 1 fire damage, and then smokes them, reducing the damage of their next attack by her synergy as the dark coal smoke makes it hard to see and aim.  If that enemy acts after Iowa and needs to breathe, a coughing fit is induced, reducing the damage of their next two attacks instead.  Multiple clouds don’t stack with themselves.

-Level 2:  The first enemy to act after the targeted enemy, if any, is also hit by the smoke.

-Level 3:  The first two enemies to act after the targeted enemy are now also hit by the smoke.

-Level 4:  The first three enemies to act after the targeted enemy are now also hit by the smoke.

 

Gunboat Diplomacy:  If a battleship is getting in your face, it’s hard to focus on anything else.

-Level 1:  Remove all taunts applied with this action.  Then, the enemies that act closest to Iowa this round are taunted until her next turn.  Both the enemy that acts soonest before Iowa and the enemy that acts soonest after are taunted.  If they attack during this time, they must attack Iowa.  They are not forced to attack, though.  0 round cooldown (this is important).

-Level 2:  Iowa may use Gunboat Diplomacy as a free action if she gained initiative this turn.  Using this action as a free action increases the cooldown by 4 rounds.

-Level 3:  The cooldown is reduced to 3 rounds.

 

8 Inch Guns (Gear):  Iowa’s secondary battery of eight 8 inch guns is designed for delivering precision damage with a good rate of fire… for naval artillery.  Half of a salvo landing is considered excellent accuracy, and a volley every other round rapid firing.  These guns have a maximum range of 9 miles, but Iowa can’t accurately hit targets more than a mile away without the assistance of a spotter (very short range).  She could as a ship, but being a woman has reduced the height and thus field of view of her fighting top and rangefinders.  Reduces initiative by 5 – strength.

-Level 1:  Iowa fires a salvo of shots, 1d4 of which hit.  Each hit deals [level] damage.  This action always hits the enemy that acts soonest after Iowa.  If no enemy acts after Iowa, she can hit the one that acts soonest before her instead.  1 round cooldown.

-Level 2:  2d4 shots now hit per salvo.

-Level 3:  3d4 shots now hit per salvo.  The initiative reduction is increased to 10 – strength.

-Level 4:  4d4 shots now hit per salvo.

 

Armor Angling (Trick):  By presenting her armored belt to enemies at an angle, Iowa reduces incoming damage.  This trick only works if she can outmaneuver her foes.

-Level 1:  Grants +2 damage reduction, but only against enemies who act after Iowa.

-Level 2:  Grants +4 damage reduction, but only against enemies who act after Iowa.

-Level 3:  Grants +6 damage reduction, but only against enemies who act after Iowa.

-Level 4: Grants +8 damage reduction, but only against enemies who act after Iowa, Weight of 4.

 

Water Walking (Trick):  As the spirit of an ocean-going warship, Iowa can act on the surface of water as if it were solid ground.  However, she doesn’t know how to swim and if somehow forced out of reach of the surface will sink like a giant piece of steel.

 

Torpedobeats (Trick):  Iowa dances around incoming attacks aimed below the belt.

-Level 1:  The next attack that would strike Iowa below the belt this encounter is automatically dodged.

 

Fire Suppression System (Trick):  Iowa employs her fire suppression systems to mitigate damage from being set ablaze.

-Level 1:  Reduces damage from fires by 17%.

-Level 2:  Reduces damage from fires by 20%.

 

Fairy Marines (10/10) (Trick): Iowa's marines open up on an enemy with her 6 pounder guns and their own rifles, dealing damage without needing micromanagement.

-Level 1:  Once per round as a free action, Iowa's marines deal 1d4 damage to target enemy.  This action has 10 charges, and uses one with each attack.  Iowa can refill all charges by consuming quality of life-enhancing items to keep her marines happy, such as better food/drink, doll furniture, 'cultural items', or receiving technological enhancements.

-Level 2: If this action has eight or more uses remaining immediately before this activation, it deals an additional 2d4 damage.  Increasing this action's maximum charges increases this effect's threshold by the same amount.

 

 

 

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  • 2 weeks later...

Placeholder, for a future sheet.

The edgiest motherfucker ever

 


Name: Katsumi Chiyoko
Age: Around 12 years chronologically, 18 or so physically, mentally an adult
Gender/Sex: Female
Race: Phantasmal Being
Appearance: 

Has fives forms, each on a sliding scale of speed vs. power save for the last.


Spectre/"Stage 0": A mostly intangible, ill-defined form, darting from shadow to shadow in the vaguest shape of a humanoid. Appears to be a sort of just "darkness" with eyes and a mouth, with the limbs sometimes simply not existing. Her equipment is still there, in a vague sense, as one gets sort of "impressions" of weapons and clothing. If you look really hard, you can see sinister violet lines criscrossing her "body..."Not really a combat form so much as battery saving mode.


Normal/"Human:" A lanky individual with light blonde hair, longer than average but spiky, which makes its true length somewhat difficult to discern. (It also might actually be changing from encounter to encounter; she likes to mess with people.) She tends to wear a longish coat of a dark violet color, with a plain white shirt beneath and black pants. Her face is quite expressive, and is somewhat angular without being harsh; she could definitely be characterized as attractive. Her eyes are a bright green, and always lively looking. Her voice is slightly toward the deep side, but her speech is quite expressive as well, so it tends to vary quite a lot. A bit of a bifauxnen. She has eyes that start a vibrant green and fade to an equally energetic blue as one moves away from the pupil. My attempt (using an online creator.)

 

Stage 2: Much as her human form, but much heavier, with bulging muscles and a noticeably deeper voice. Her coat doesn't actually fit around her in this mode, forcing it to stay open as she gains bulk. She actually gains height, so it seems like her clothing shouldn't fit her, but it does nonetheless. Tends to show up if there's news coverage of her, as it's a lot more intimidating than just some random lanky teen. 

 

Stage 3/"Beast Out"/"Black Beast": A massive creature, living up to its name with shadowy black skin that seems to shift and crawl as one looks at it and a vague impression of the clothes in the previous forms. Easily breaking twelve feet tall, glowing lines of violet replace where bulging veins might be on a more mundane creature. The oversized blade that Chiyoko normally wields looks like a butcher's cleaver in the grasp of this malevolent-looking transformations whose eyes burn a reddish-purple. Her voice also changes to one decidedly inhuman, guttural and deep, with an unnatural echo. Her head looks a lot like a bull's in this mode, complete with curved horns - it's best not to mention to her that bulls are all male.

 

Stage 4/"Border Break"/"Crusader Chiyoko": The only form that represents a significant increase in overall actual power (though the previous ones do actually scale up slightly), Chiyoko reverts to humanoid form. Her hair is long and unbound, the spikiness becoming a few stray hairs that poke upward and the rest descending well past her waist, though it never seems to get in the way of her fighting. She gains two metallic, white faulds protecting either hip, with two violet ribbons that fall to just above the ground in a standing position attached at either corner of said faulds. Alternating black and white plates, with a purple glow shining from the gaps between them, ascend up her sides before wrapping around her shoulders and becoming white, rectangular and flat "pauldrons" above them. Her eyes similarly become violet and glow faintly. She wears black leggings and her white shirt reappears to cover the gaps in her armor. Inferno Divider's physical blade is replaced, save the back, with a pinkish-red blade of energy. Additionally, four thinner, lighter versions of the weapon hover behind her.


Personality: An outwardly abusive and caustic individual who seems to consciously attempt to get everyone around her to dislike her. Often seen taunting and tormenting enemies. In private, tends to be far more reasonable and even somber on occasion; however, she makes a concerted effort to hide this side of herself.

Level:

HP:
Init:

Stats:
Constitution:
Dexterity:
Intelligence:
Strength:
Synergy:

Perks:

Actions:

Equipment:

 

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This one isn't a gothic loli, sorry Murdoc.

 

Spoiler

Name: Rory Gilroy
Age: 20
Gender/Sex: Male
Race: Faunus (Snake)
Appearance: Rory stands at 5’ 9’’. He’s quite bulky, being full of muscle from carrying around his equipment and the normal exertion of his job. Some would expect him to be tanned due to working outside all the time, but his skin is only slightly on the darker side of caucasian. He does appear to be somewhat darker due to his being fairly hairy, with it growing thickly along his arms, legs, and chest. He keeps his facial hair in control, giving him stubble along his cheeks and chin. The hair on his head is combed back into a style that would distantly remind one of a Lion’s mane, the brown mass ending with his neck. Three scars go from his forehead to a few inches under his brown eye, the shape calling to mind that of an animal’s attack. One would be forgiven for thinking he’s human as he doesn’t have any visible indication of his faunus heritage until he opens his mouth, in which case his snake like tongue would be on full display.
Personality:

Level: 5

HP: 102 HP
Init: 11

Stats: 34 points
Constitution: 12
Dexterity: 8
Intelligence: 5
Strength: 8
Synergy: 1

Perks: 
Aura: After getting hit Rory heals for 10% of the damage taken, rounded up.

Harden:  Getting hit activates Rory’s semblance. For every 25% of his max HP he loses, Rory gains lvl/2 DR.

Huntsman Basics:  Rory takes no fall damage. Additionally, he can carve materials from enemies which grant effects related to the enemy.

Flaw: Repositioning:  Every consecutive turn spent attacking lowers Rory’s Initiative by 3. He can't hit enemies that have 15 more Initiative than him.

Actions:

Wyrmstake Launcher: A modification added to gunlances that allows for the launching of a Wyrmstake, obviously. Deals 1d6+STR damage to the target applies a burn that deals 1d6 damage for 3 turns, and deals 1d6+Dex Damage after the burn wears off.
     Lvl 1: Applies a Burn that deals 1d6 damage for 3 turns and deals an additional 1d6+Dex damage after the burn wears off.
     Lvl 2 Boop: Deals 1d6 damage to the target as well.

     LVL 3: Increased initial damage by +STR
Caffeine:  Rory spends the turn getting back into position, increasing his Initiative by his 1.5*Dex.
    Level 1: Increases Initiative by Rory’s Dex

    Level 2: Further increases Initiative by 1.5X Dex

Armed and Ready!:  Rory Taunts an enemy, forcing them to attack him for 6 rounds and attacks from enemies other than the one taunted by Rory have their damage reduced by his Level. Only works on one enemy at a time.
    Level 1: Taunt a single enemy for a round, only works on one enemy.
    Level 2-5: +1 round of taunt. Total of six rounds of taunt.

    Level 6: Attacks from enemies other than the one taunted by Rory have their damage reduced by his Level.

I Burn: Every two attacks in a row Rory Unloads the gun in his Lance dealing +3d6 damage against his target.
    Lvl1: When Rory attacks 2 times in a row his Second attack deals an additional 2d6 damage.
    Lvl2: Unloading deals an additional 1d6

I May Fall: Rory bolsters himself, Giving himself +20 Temporary HP in return for losing 1 DR for two Rounds.  (This can make his DR negative causing him to take more damage from each attack.)
    LvL1: Rory loses 2 DR and gains 10 temp HP for two rounds.
    Level 2: BUT NOT LIKE THIS!: +5 Temp HP.
    Level 3 IT WON’T BE BY YOUR HANDS: +5 Temp HP

    Level 4: DR lose reduced to -1

Bad Luck Charm: Desperate times call for desperate measures. Which of course means Rory takes a moment to hurt himself and bolster his resolve. Rory takes Con Damage and after 2 turns regains 2x the damage taken.

    Level 1: Rory takes Con Damage and after 3 turns regains 1.5x the damage taken.

    Level 2: Heal is increased to 2x the damage taken.

    Level 3: Reduce time before the heal by 1 turn.

Defend: Rory Blocks, taking 50% of the damage dealt to him.

 

Equipment:
Lúin of Celtchar: An Iron Gunlance, looking like someone made a big Revolver, put it on a stick, and then strapped an equally large Bayonet to it. 4d4+STR damage.
    Level 1: 1d4+STR
    Level 2: +1d4 damage
    Level 3: +1d4 damage
    Level 4: +1d4 Damage

Shield:  “A sturdy Iron Shield, typically not something worn by hunters due to the huge amount of Strength their enemies bring to bear. However most Hunters aren’t Fucking Invincible.” -Rory +3 DR while Guarding and can’t be affected by movement based effects.
    Level 1: +1 DR while Guarding.
    Level 2: While Guarding Rory can’t be affected by movement based effects.
    Level 3: +1 DR while Guarding
    Level 4: +1 DR while Guarding.

Kulu Armor: A set of armor with a “Desert Nomad” theme, consisting of mainly light browns and reds. The face is mainly covered by a red Head Scarf with the rest of the body being covered except for the biceps. +1 DR against Fire attacks, Friendly Effects are 10% more potent, and checks for moving while carrying things are reduced by 2.
    Level 1: +1 DR against Fire attacks.
    Level 2: Friendly effects are 10% more potent
    Level 3: Checks for moving while carrying things are reduced by 2

 

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Cicivexa 2.0: A Sheet Reborn 2.2: Through the Scalefall

 

Cicivexa 1.0 (before the AP Buff)

 Spoiler

Name: Cicivexa Vivivexa
Age: 24
Gender/Sex: Male
Race: Lalafell


Appearance:

Spoiler

Cicivexa possesses the stature of a pudgy child, about 97 cm tall, and could easily pass for one if his large, tapered ears didn't extend perpendicularly from the sides of his head. Of course, his male adult voice would also get in the way. Though his skin is rather fair, his empty blue eyes betray him as a Dunesfolk, which, due to being protected from the sun by a thin membrane, possess a glossy, glass-like appearance. He has medium-length dirty blonde hair, not particularly well-kept, he has sky blue markings under his eyes, and wears intricate red face paintings, similar to tribal markings (these, in fact, have no real root in his culture, and are simply of his own design). He has two silver earrings on his left ear, and a small, teardrop-shaped orb of similar color is pierced into his forehead. Of course, hardly any of this can be seen. His heavily concealing outfit consists mostly of black leather, with most of his body covered by a very large coat bound by a purple sash around the waist and possessing a very high collar. A very large, brimmed wizard's hat also aids in concealing his face. Also present are gloves, upwards-pointed boots, and loose black pants caught at the ankle. 

 

Level: 5
HP: 70
Init: 0 (+6)


Stats: 30
Constitution: 8
Dexterity: 0
Intelligence: 12
Strength: 0
Synergy: 10

 

Perks:

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

 

LQ3xCXb.png Offbeat: Certain spells have the "Offbeat" tag. Cicivexa can cast one Offbeat spell per turn, and doing so does not use an action. He cannot cast an Offbeat spell the turn after he has cast one. 

 

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

 

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

 

Flaw:

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

 

Actions: 18/18 points spent, 5/7 slots used

zPIs7BZ.png Blizzard (Level 1): Deals WD*0.75 ice damage, and also deals INT Initiative Reduction.  Is a Blizzard spell

 

jQYfqtJ.png Fire Bolt (Level 5): Deals WD+5d6 fire damage. Is a Fire Spell. Can only be cast while under Umbra
Level 1: Deals weapon damage +1d6. 
Level 2: Added +1d6 damage. 
Level 3: Added +1d6 damage. 
Level 4: Added +1d6 damage. 
Level 5: Added +1d6 damage. 

 

zusqOnb.png Fire Blast (Level 5): Deals WD fire damage to 4 different targets. Is a Fire Spell. Can only be cast while under Umbra
Level 1: WD/2 damage to 2 different targets. 
Level 2: Increased to WD*0.75 damage. 
Level 3: Increased to full Weapon damage. 
Level 4: Increased to 3 different targets. 
Level 5: Increased to 4 different targets. 

 

1SpKtNI.png Swiftcast (Level 1): Offbeat, Cooldown of 4 turns. Replicates the effect of any non-offbeat skill Cicivexa knows. The cooldown cannot be decreased via leveling. 

 

mtIocJY.png Manaward (Level 1): Offbeat, once per encounter. All incoming damage is reduced by 50% for 3 turns. This reduction occurs before other sources of reduction. 


Equipment: 10/10 tokens spent, 0 left
Stardust Rod Zenith (Level 5): Casts the Scathe spell, dealing 5d4+INT (+SYN due to Enhanced Black Magic) non-elemental damage. "A long, black rod adorned with a comet-shaped crystal sculpture on top, this is a restoration of one of many enchanted rods over a millenium old; originally forged by Death's Handmaiden herself from a fallen Meteor. Emanates dark power when wielded." 
Base: Sanguine Scepter. 1d4+INT (+SYN due to Enhanced Black Magic) damage. "Forged from darksteel, with a small, blood-red stone in the head."

Craft Level: Materia-Infused Sanguine Scepter. +1d4 damage. "Two red materia have been grafted into it."

Craft Level: Incomplete Stardust Rod. +1d4 damage. "The scepter has been used as a vessel with which to repair this ancient Mhachi relic, but something appears to be missing."

Craft Level: Stardust Rod. +1d4 damage. "Proper materials and further improvements in the forge have finally perfected this restoration."
Craft Level: Stardust Rod Zenith. +1d4 damage. "Infused with the Thavnairian Mist elixir, because really, is there such a thing as perfection?"


Felt Sash (Level 2): Increases initiative by 6. "Weaved with aether crystals, worn around the waist."
Base: +3 Initiative. 
Craft Level: Woven with silk thread. +3 Initiative. 


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

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

 

Rod of Purging: A short magical rod that seems to burn with an intense heat. When used as a weapon, deals (x+1)d12+INT (+SYN due to Enhanced Black Magic) or SYN damage, where x is the number of non-stacked debuffs on the target. Removes said debuffs on-hit. Can target allies, in which case it will deal (xd4) damage instead.

 Miscellaneous Inventory:

Spoiler

Tricks: 

Desert Sight (level 0): Cicivexa's race and ethnicity hail from the deserts of Thanalan, and as such, have developed thin films over their eyes to protect from the sun's harsh rays, giving them a glossy look. This has no effect on gameplay as of now.

 

Black Gaze (level 0): As a free action, Cicivexa can project a shadow over his face while causing his eyes to glow yellow. This can also be dismissed as a free action. This has no effect on gameplay as of now. 

 

Aetheric Teleportation (level 0): A form of teleportation reliant on Aetherytes, none of which will likely be encountered in the course of this game. My explanation is way too long for something that has no effect on gameplay as of now. 

 

Items:

Soul of the Black Mage: A Soul Crystal. Holds the accumulated aetheric knowledge of Black Mages prior, etched into its many facets. This specimen, the Soul of Shatotto, is said to only be granted to those blessed by the twin god, Nald'Thal. Worn close to the skin. Does absolutely nothing mechanically for the purposes of this game, but is nonetheless bound. (If by some sadistic circumstance he were to be without a Soul of the Black Mage, then casting spells without the Enochian debuff would cause him to take the damage he deals in return.)

 

A set of clothing (see Appearance for description), a heavy gil purse, a map of Eorzea, rations, various potions, ethers, and curatives (all of which are expired and have lost their potency), a journal, a feather pen and ink bottle, a sewing needle w/ red thread 

 

Edited by Unlurking Sentinel
Replaced the 2.X sheet with a Google Sheet
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Crowlock Holmes Masako Chichimura

Spoiler

 

Name: Masako Chichimura (Chichimura Masako)
Age: 1000+
Gender: Female
Race: Crow Tengu
 

Appearance: At first glance, a young Japanese woman, apparently dressed as though she were expecting a rainy day in turn of the 20th century london.  She drapes herself in a thick, brown tweed inverness coat reaching down to her knees, over a matching set of trousers and a fine blue waistcoat, itself over an off-white dress shirt tied at the collar with a large black ribbon.  Moderate-length but astoundingly messy black hair, marked with a single streak of white, spills out from under a blue tokin--though she sometimes replaces this with a thick deerstalker cap, making things moderately more tidy--framing an angular face, with a pair of glasses perched neatly upon her nose, revealing dark brown eyes behind them.  Often she can be found with a small cloud of smoke around her, puffing on an old japanese-style pipe.

 

All of this is perfectly normal.

 

The long, black wings poking out through holes in her coat?  Bit more unusual.

 

Personality: They're a bit of a bird brain.

 

What this means is different from what you think it means.

 

But it also kind of isn't.

 

Perks: 

 

(Perk) Science of Deduction:  Masako has a pool of Insight that can be used to enhance her actions or deploy other effects.  The pool starts as empty at the beginning of any battle and can contain a maximum of 15 Insight.  Insight can be gained in the following ways:
+1 Insight for using the swift scan action to uncover a new piece of information.
+1 Insight when Masako is targeted by an enemy action.  Once per round (?).
+1 Insight at the start of the round if Masako has full bestiary information on an enemy.
+3 Insight for using a full scan on a target, after paying the initial cost.

 

(Perk) As the Gale:  For every 5 total Insight gained, Masako gains one Pursuit token.  Masako can expend a pursuit token to take an extra action on their turn. 

 

(Perk) Perfect Profile: Swift scan - For each bestiary category possessed on a target, increase masako's damage against the target 10%, plus an additional 10% if a full bestiary* is possessed.

 

(Perk) Teachings of the Tengu:  Masako has a thousand years of experience from before she decided to become a detective, and many of the greatest legends of the tengu praise their skill as teachers.  Masako may select two other units, who may choose to gain the benefits of any effects currently active on Masako which directly buff or modify her attacks and damage.  If any of these effects are based off Masako’s attributes, the targets may use Masako’s attributes to calculate the bonus in place of their own.


(Flaw) Investigative: While she can apparently act without care at times, the crow tengu are known as the nimble information corps for a reason.  Gathering information is their forte, and acting without first observing and calculating a plan is something few--Masako included--are inclined to do. When Masako’s Insight pool is empty at the start of her turn, reduce damage she deals during that turn by 50%.

 
Level: 5
HP: 50
Initiative: +12
 
Base Stats: 30/30
Strength:
Dexterity: 12 
Intelligence: 12  
Constitution:
Synergy:
 
 
Actions (+1 plot AP):  (18/19 points used) 

 

Deduction "Shocking Insight" (Active, Level 1):  A complex danmaku pattern, compartmentalizing the field with dazzling blasts and chains of connected bursts that leave her opponent unable too dazed to react, emulating the work of a racing, brilliant mind.
-Select a target, dealing [Dex] damage.  The target is stunned for one round.  2 turn cooldown.  
--INSIGHT: Select up to two additional targets.  By spending 2 Insight per target, deal the damage and stun to each while increasing the cooldown by the number of additional targets selected (Level 2: -1 cooldown when selecting multiple targets).  
--Base: Select a target, dealing Int damage.  The target is stunned for one round.  2 turn cooldown.  Base cooldown cannot be reduced below 2.
--Level 2: The first additional target selected using Insight no longer increases cooldown.  Further targets increase cooldown as normal.
 

Last Word Spell Card -- "Case Closing Declaration" (Active, Level 2):  Exploiting every weakness whether produced or revealed, the tengu constructs a prison of danmaku from which there is almost no escape, closing and quartering the enemy within.

-Select 1 target, spending any even number of Insight points.  Deal the average of X([Weapon damage]+2*LVL) damage to the target, where X is (Insight Used/2) + 2.  Masako cannot use full actions the turn after using this action.  5 turn cooldown.
--Base:  Select 1 target, spending any even number of Insight points.  Deal X([Weapon damage]+LVL) damage to the target, where X is (Insight Used/2) + 2.  Masako cannot use full actions the turn after using this action.  5 turn cooldown.
--Level 2:  Add an additional LVL damage to the calculation.

 

Pattern Prediction (Passive, Level 3):  
-At the start of each of her turns, Masako gains temporary hitpoints equal to her INT.
--INSIGHT:  Masako can spend insight to add additional temporary hit points to those gained at the start of her turn.  For each point of insight spent in this way, Masako gains [LVL] additional thp.
--Base: At the start of every other turn, Masako gains temporary hitpoints equal to her INT.
--Level 2: Masako gains temporary hitpoints at the start of each of her turns.
--Level 3: If an attack is directed at Masako while Masako has thp, treat Masako as dodging the attack for all purposes, though her hitpoints are still reduced as normal.

 

Swift Scan (Active, Level 4): No defense is perfect.  No puzzle can't be solved.  Analyzing the target allows the tengu to identify weaknesses in the enemy's defense, and direct their allies to strike at the necessary points.
-As a free action, select one target, and select one category.  Categories include weaknesses, resistances (including DR), perks, actions, or attributes.  Masako gains detailed information on the selected category, limited to the realm of what might be possible for an immensely talented detective to infer from observation.  Additional information or details not directly related to the chosen category--such as biographical and behavioral details, unusual or otherwise--that the tengu may have noticed may be provided at the GM's discretion.  If a target selected by this action is untargetable, it becomes targetable.
--INSIGHT: The tengu may pay 15 Insight to expand this action to a Full Scan, providing information on all remaining unscanned categories (equivalent, roughly, to a full character sheet), halving all the target's resistances (including DR) and making all attacks directed at the target count as undodgeable for the remainder of the battle.  The Insight cost of this action is reduced by 3, to a minimum of 0, for every category previously observed using swift scan.  When using full scan on generic enemies, effects apply to all generic enemies of the same kind. Level 4:  A target selected by full scan is always targetable by this and other actions.  Can only be used once per unique enemy kind per battle.
--Base: As a free action, select one target, and select one category.  Categories include weaknesses, resistances (including DR), perks, actions, or attributes.  Masako gains detailed information on the selected category, limited to the realm of what might be possible for an immensely talented detective to infer from observation.  Hence, selecting the action category may provide a list of possible actions, but what those actions actually DO beyond a very general sense would require further observation, such as that gained by the target using/having used that action.  Additional unrelated information may be provided at the GM’s discretion.  2 round cooldown.
--Level 2: Reduce cooldown by 1.
--Level 3: Remove Cooldown.  This action may only be used once per round. 
--Level 4:  This action may select targets that are otherwise untargetable.  If used to do so, those targets become targetable.  This effect is always active if full scan has been used on the target. 


Wind Sign "Fierce Gale" (Active, Level 5):  Masako’s Insight permits her to strike past the enemy defenses with a flurry of spears, falling upon the enemy like rain driven by hurricane winds.
-Make one weapon attack against a target of your choice.  Make one additional weapon attack against a target of your choice if there are 3 or more points of insight in your pool, and again if there are 9 or more points of insight in your pool.  2 turn cooldown.  Cannot be used more than once per turn.
--Base:  Make one weapon attack against a target of your choice.  For every 6 points of Insight currently in the your Insight Pool, make one additional weapon attack against a target of your choice.  5 turn cooldown.  Cannot be used more than once per turn.
--Level 2: Reduce cooldown by 1 turn.
--Level 3: Reduce cooldown by 1 turn.
--Level 4: Reduce cooldown by 1 turn.
--Level 5:  Additional attacks are now provided at 3 and 9 points of insight, instead of 6 and 12.

 

Summarize Observation (Active, Level 3):  Masako takes time to observe the way a target moves and reacts, generating a full profile and schema for the battle to ensue.
-Masako selects one target.  For one round, whenever that target takes an action, Masako gains 3 Insight.  Dodge the first action the target directs at Masako while Summarize Observation is in effect.
--INSIGHT:  Masako may choose to forgo Insight gained from this action.  If she does so, for every 2 Insight she would have gained, she treats herself as possessing an additional category of unclassified bestiary information for the purpose of determining the effects of Perfect Profile during the following round. Any Insight gained over the normal limits of her pool is always converted in this manner.
--Base: Masako selects one target.  For one round, whenever that target takes an action, Masako gains 2 Insight.
--Level 2: Increase Insight gained per action by 1.

--Level 3:  While Summarize Observation is active, this character dodges the first action directed at them by the target of Summarize Observation, negating the effects of that action.

 

Tricks:
 

Tengu Shapeshifting (Trick, 1 token): Many stories speak of tengu with the power to switch between human-like and animal form, and of using this power to watch humans without being noticed.  This tengu has embraced this power.  Though it might work better if she stopped wearing her detective outfit while using it.
-The tengu gains +3 on all rolls to remain hidden or unnoticed.

 

Equipment (3 crafting tokens): 

 

Tengu Yari (Equipment, 6 Tokens): 
-4d8+Dex damage.
--Base: Deals 1d4+Dex damage.
--Level 2: increase damage by 1d4.
--Level 3: increase damage by 1d4.
--Level 4: increase damage by 1d4.
--Level 5: increase size of damage dice from d4 to d6.
--Level 6: increase size of damage dice from d6 to d8.
 

Heavenly Kiseru (Equipment, 1 Tokens):  An old, japanese style pipe.  The tengu claims it helps her think through difficult cases.  Whether smoking helps her clear her mind or not, a huge smokescreen is more than capable of helping one get away from a particularly dangerous burst of danmaku.
-If the tengu would be reduced to 0 hp after all other effects, the Heavenly Kiseru activates.  Negate the action which triggered this effect.  Once per encounter.

 

*The bestiary is a collection of information masako has collected on each enemy she has faced, with each entry consisting of five categories as specified under swift scan.  Each category specifies important details for fighting an enemy and deducing its course of action.  A full bestiary entry for a given target is one consisting of all five categories, and is essentially a character sheet, minus details which could not conceivably be deduced by a classic archetypal master detective.  The unclassified categories from miscellaneous observation do not provide additional information and do not count towards a full entry, though they stack with normal categories for calculating effects and bonuses dependent on the number of categories scanned.  Individual bestiary entries are maintained between combats.  This bestiary is distinct from the communal trespassers bestiary, though enemies Masako scans can be uploaded to the communal one.
 

 

 

 

 

CHICHIMURA CASEFILES

Spoiler

Masako Personal Bestiary

 

NAME

Attributes:

Resistances:

Weaknesses:

Perks:

Actions:

Other Details:

 

---------

 

 

 

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Spoiler

 

Name: Sorina

Age: 29

Gender/Sex: F

Race: Human+ (She’s travelled around too much to be called merely human anymore)

Appearance: She almost looks like a travelling merchant with her heavy pack, strapped to a myriad of pots, pans, magical items, and knick knacks. Her stocky build makes her seem approachable.

 

Personality: She’s a hugger and a friendly person to be around. Although, sometimes her manners are that of a salesperson trying to get you to buy something you don’t need.

 

 

Level: 7(true 5)

HP: 72

Initiative: 6

 

Stats:

Strength: 12

Dexterity: 0

Intelligence: 12

Constitution: 6

Synergy: 0

 

 

Perks:

 

Jill of All Trades: Travelling through the badlands, Sorina has picked up quite a knack for guns and mechanisms.

Allies deal an additional 10% damage with guns.

 

Enchanting: The world of blocks that Sorina briefly visited has a very specialized form of magic enchantment. She stole it.

Each time Sorina is in combat and an enemy dies they gain one to five XP(depending on relative enemy difficulty), every ten XP they gain they get one XP-level.  These XP-levels may be spent at Enchanting Stations(which they can setup at bases or such) along with a Crafting Token to infuse items and equipment with magical power.

Each item may only be enchanted once and enchanting always grants bonuses that improve the item’s intended usefulness in some way, however the exact enchantments that are actually applied cannot be controlled by Sorina in any way.

 

Plainswalker/Voidfairer

Sorina has been all over and something she doesn’t quite understand allows her to travel the void

Multiplies level by 1.3.

 

 

 

Actions:

 

Box ‘o Rattlesnakes: The West is a strange and dangerous place, especially after the Cows Came Home. It’s best not to stray too far from town without yer trusty box ‘o rattlers. It looks like a 2-dimensional briefcase from all angles.
Deals 3d6+[Int] poison damage to one target each round until they spend an action to removing the snakes or until 3 rounds have passed. Can’t have more than one box of snakes active at any time.

Level 1: Deals 1d4+[Int]/2 damage.

Level 2: Increase damage by [Int]/2.

Level 3: Increase damage by one die.

Level 4: Increase damage by one die.

Level 5: Increase dice size by one step.

 

Angry Caustic Bouncing MIRV MIRV: After far too long hunting in the badlands, Sorina is the proud owner of the most chaotic grenade in all of Pandora. It explodes into more explosions of caustic acid.

Deals [Int]+[Str] acid damage to three targets or half as much to twice as many, cooldown of two rounds.

Level 1: Deals [Int] damage.

Level 2: Increase damage by [Str]/3.

Level 3: Increase damage by [Str]/3.

Level 4: Increase damage by [Str]/3.

 

Mom’s Toenail:  ???

Eww. Sorina found this in a strange dungeon that still gives her nightmares.

Summons a foot that deals 1d4+[Str] damage to one target, usable as a free action, cooldown of two rounds.

 

Frost Relic:

Travelling through the void, Sorina stumbled upon a shipping container of bizarre items.

If an enemy died this round, when the user is hit by an enemy, that enemy takes [Str] damage. This effect can only activate 2 times per round.

Level 1: Can activate 1 time per round.

Level 2: Can activate 2 times per round.

 

 

Timekeeper’s Secret:

Travelling through the void, Sorina stumbled upon a shipping container of bizarre items.

When the user is reduced to below 25% HP they gain an extra action with first strike at the start of the next round, usable once per encounter.

Level 2: If the user is brought to 0 HP from above 25% HP while Timekeeper’s Secret has yet to activate they retain 1 HP.

 

 

Equipment:

 

Minishark: Half shark, half gun, all awesome.

Fire a stream of bullets that deal 5d4+[Str] damage, Weight of 12.

Level 2: Ichor Bullets, when this weapon is loaded with Ichor bullets it reduces the target’s defensive effects by 20% until the next time the target takes damage, only one bullet type may be loaded at the start of combat.

Level 3: Crystal Bullets, when this weapon is loaded with Crystal Bullets it deals normal damage to one target and 25% damage to a second target, only one bullet type may be loaded at the start of combat.

Level 4: Silver Bullets, when this weapon is loaded with Silver Bullets its damage increases by [Int]/2, only one bullet type may be loaded at the start of combat.

Level 5: May change bullet types during combat as an action.

 

Tough Times:

Reduce incoming physical damage by 18%, Increases Init by 6 Weight of 12.

Level 1: DR of 15% vs Physical.

Level 2: +3 Init

Level 3: +3% DR

Level 4: +3 Init



Adaptable:
The user has a +3 bonus when trying to change the primary stat of a weapon through modification or training.

 

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  • 2 weeks later...

a DIFFERENT sheet that i'm actually going with now

 

 


Name: Heidrun Losnedahl
Age: Appears in her early 20s
Gender/Sex: F
Race: Human(?)
Appearance: A woman with long blonde hair, of much greater height than average at roughly six feet tall. Her bangs are quite prominent, though she usually keeps them from concealing her face outright. She generally wears fairly loose, concealing robes, once-white but showing many signs of wear from travel and heavy use - outside of them, her proportions are slender bordering on gangly, with a modest-but-still-present bust. Indeed, she does not seem to be the most physically coordinated person, seeming hesitant and unsure in her actions even if her personality seems to contrast this. She has vibrant blue eyes. 

Her alternate form seems to pull in whatever clothing she happens to be wearing, replacing it with a fairly form-fitting black layer with red armor featuring prominently on her arms, legs, and around the crown of her head. Her hair is bleached out towards a whiter color, and what appear to be green gems or containers of pure Lifestream appear decorating numerous locations on her. 


Personality: Friendly and amiable, and always willing to help people out with their issues to the point of running herself ragged doing so; she has a hard time saying no to people. Often resists inquiries as to her own state, almost always insisting that she's fine; Heidrun seems to have a serious aversion to talking about herself at all, unless it has direct relevance to what she can do for people. She has a slight mistrust of intellectual types, though this can be evaded by talking to her about magical theories. Incredibly phobic of needles and other unfriendly-looking scientific and medical instruments. 
 
Level: 5
HP: 75
-Energy: 37
Init: 0
 
Stats: (30/30)

 

  • Constitution: 9
  • Dexterity: 3
  • Intelligence: 5
  • Strength: 1
  • Synergy: 12

 
Perks:
 
Queen of Rose: Heidrun gains a pool of life energy equal to 50% of MHP that is used to pay health costs in lieu of actual health. This pool can be healed if she is at full health (but will not automatically overflow.) Targets affected by a buff from Heidrun can draw from this pool instead of paying their own health costs (but overflow must still be paid by the one acting.)
 
Active Angel: Heidrun's healing actions are 25% more effective.
 
Sword of Doom (Perk/Flaw combo): Heidrun transforms into a powerful vampiric state when reduced to 40% or lower HP. Outside of this transformation, all of her stats are reduced by Level/2, rounded up, with a minimum of 0. This transformation cannot be invoked manually. The transformation ends if Heidrun spends two consecutive turns above the activation threshold.
 
Awakening the Chaos: Heidrun's actions while transformed are inverted versions of her normal actions, and directly based on them, rather than being leveled separately.
 
Actions: (20/20 AP)
Rokja: Heidrun infuses a target with her own life energy, paying 2[Level] HP to heal them for 5d10+SYN HP.
-Base: Heal a target for 1d6+SYN, paying [Level] HP.
-Level 2: 2d6+SYN healing.
-Level 3: 3d8+SYN healing. Increased cost to 2[Level].
-Level 4: 4d8+SYN healing.
-Level 5: 5d10+SYN healing. Increased cost to 3[Level].
-Level 6: Reduced cost to 2[Level].
 
Batna: Heidrun uses an infusion of energy to kickstart a target's natural regeneration processes, paying [Level] HP to place a buff on them to cause them to heal for Heidrun's SYN each turn for 4 turns.
-Base: Cause a target to begin regenerating [SYN]/2 HP for 3 turns, paying [Level] HP.
-Level 2: Increase regeneration to 3[Syn]/4.
-Level 3: Increase regeneration to [SYN].
-Level 4: Increase duration by 1. This ability can no longer gain levels that increase healing done.
 
Binda: Temporarily merges the life forces of three targets together, causing them to share a health pool for four turns. When this effect ends, each target is left with a percentage of their max health equal to that which the shared pool had.
-Base: Link two targets together for three turns, causing damage and healing affecting one to affect the other. Casting this spell again removes previous instances of it. Removing this buff removes it from all targets. Lasts 3 turns, or until recast.
-Level 2: Up to three targets.
-Level 3: Duration increased to 4.
 
Skraedna: Heidrun channels a large burst of positive energy, paying 20% of her maximum health and healing all allies within 5 initative of a chosen target for 3d4+SYN HP.
-Base: Pay 20% MHP, and heal all allies (except the caster) for 1d4+[SYN]. 2 turn cooldown.
-Level 2: 2d4+SYN.
-Level 3: 3d4+SYN.
 
Inverted Actions:
 
Saera: Heidrun impales a target to drain their lifeforce, dealing 5d10+SYN damage and healing her by 2[Level]. (Cannot heal for more damage than it deals.)
 
Bloda: Heidrun lacerates a target, sapping their energy over time. Inflicts a debuff that deals [SYN] damage for 4 turns, and heals Heidrun for [Level]/4 each turn it is active.
 
Binda: Unchanged
 
Beina Fyri: Heidrun ravages an area, dealing 3d4+SYN damage to targets within 5 initiative of a chosen one, and heals herself for 20% of the damage dealt. 2 turn cooldown.
 
Equipment:
Reinsa (Trick): A minor energy manipulation spell that displaces energy around a target. Remove a (de)buff from the target.
-Base: 50% chance to remove a debuff from a target.
-Level 2: 100% chance.
-Level 3: Can target buffs as well.
 
Warding Vestments: A set of robes that absorb, and then slowly release hostile magic. Negate a debuff targeting Heidrun.
-Base: Negate the first debuff targeting Heidrun this encounter.
-Level 2: 5 round cooldown.
-Level 3: 4 round cooldown.
-Level 4: 3 round cooldown.
 

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