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


Chevaleresse

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Try to decide for yourself, as your character probably doesn't really have time to come up with a strategy in tandem with the other characters.

Just look at what has been done, and do your best. Every character is still new, so it doesn't really make sense to tell you who to attack right?

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There is no party right now; there are no leaders; celebrate this state of anarchy by doing whatever it is you want; just don't die while doing so.

I mean how many of your chars know my character as anyhing more than that weird shouty bloke? Because I honestly can't tell

Edited by Cronos5010
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There is no party right now; there are no leaders; celebrate this state of anarchy by doing whatever it is you want; just don't die while doing so.

yes, because out of 18 people, keep in mind that only 2 have any capacity to heal another target

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I was asking just in case anyway so i will blast something soon/

also i attempted to fill out the master sheet and my computer doesn't like that idea. so if there's something weird on it its probably my fault. i will fill it out when i actually can do so without my computer crashing(aka when ever my internet company decides to reset my data its already been 14+ days since when i pay the bill so who knows when)if it comes down to it i will get the app that lets me do over my phone.

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yes, because out of 18 people, keep in mind that only 2 have any capacity to heal another target

*hmmm..contemplating whether Jesse should get a heal effect, or just be another generic attacker with a lot of negative debuffs :/*

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Do whatever you like man, but what the team really needs right now is someone who can heal and buff others and someone who can draw attention and tank hits reliably; although of course it is ykur character so dk what you want with him.

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Okay, okay, so, since this game runs on precedents like some sort of inevitably Byzantine legal system, I shall endeavor to record and generalize precedents (stuff Murdoc approved) here. Note that I won't record everything (some actions are unlisted because I have no idea what they were like at Level 1 or how they were upgraded).
 

 


Flaws

Elemental Weakness
+100% to incoming damage from one element.

+50% to incoming damage from two elements.

The first successful attack from one element halves this unit's INIT Score. The second lowers them to the bottom of the INIT ladder. All subsequent attacks of that element inflict Stun on this unit.

Reroll successes against mental attacks, mental attacks deal an additional [Attacker Level]d6 damage.

Stat Malus
Level Ups only grant 3 stat points.

INIT Bonus is capped at 0.

 

Only roll 1 for INIT.


-10 to INIT Rolls.

In combat, decrease a specific stat by 0.5 for each turn that has passed. (Penalty will be getting modified to scale)

 

Decrease two specific stats by 1 every time this unit takes damage. Stats may not fall below 2

 

Decrease damage output by 50% for 2 Turns after every kill.

 

Move Loss

Skip every 5th Turn.

 

No damaging actions may be used on the first turn of combat.

 

Equipment/Inventory
All non-bound Equipment/Inventory is lost at the end of a plot. They may be re-purchased for a hefty fee.

 

This character cannot use conventional equipment at all.

 



Perks
Dot points are more specific precedents.

Stat Bonus
+[Character Level] to a stat.

+[Character Level]*([Character Level] + 11)/2 to MHP.

 

+1.5*INT to DEX during this character's Theme Override.

Extra Moves
Extra moves may be purchased at the cost of 25% MHP.

Gain an extra move every three turns. Only one extra move may be "stockpiled" at a time.

Upon the commencement of combat, automatically use one of the user's buffs. This buff can target two more units than usual. One of the targeted units must be the user.

Damage Output
+30% to all damage output.

+50% to damage on foes meeting certain criteria.

  • +50% to damage on foes with lower INIT Scores.
  • +50% to damage on foes below 50% HP.

 

+SYN/2 to damage output of summons.

 

DEX*2% chance for attacks to deal 2x damage.

 

DEX*2% chance for attacks to be followed up with a Basic Attack.

 

SYN% chance for Basic Attack to deal 2x damage.

 

(DEX+INT)% chance for Basic Attack to deal 3x damage.

 

Gain a stacking +1+(SYN/4) to damage out at the end of each Turn. This bonus resets every 5th turn. This effect is disabled if the has failed to defeat a foe since the last reset.

 

During damage calculations, ignore up to (SYN/4) of the target's RES.

 

Resurrection
Resurrect at Game Master's convenience with penalty.

  • Resurrect at Game Master's convenience, lose all funds.
  • Resurrect at Game Master's convenience with Starting Equipment, lose all other equipment/inventory.
  • Resurrect at Game Master's convenience, but also perish for arbitrary periods of time at Game Master' convenience.

 

In-Combat Revive
Self-revive up to twice per battle. MHP is halved after the first revive. MHP is set to 1 after the second revive.

Resistances
-[Character Level/2]d4 to all incoming damage. (On average, -1.25 damage per Character Level)

Halve the effect of all ailments.

Grant immunity to two uncommon effects to all party members.

  • Grant immunity to Mute and Deafen to all party members.

 

Immunity to an ailment category.

  • Immunity to ailments that function by acting on biological structures.

 

Immunity to any effect that does not work on inanimate objects. However, only repair effects may heal this unit. This unit may not necessarily be restored to full HP after battle.

 

Defenses
DEX*2% Evasion Chance.

 

SYN*2% damage reduction.

 

SYN*2% to automatically use Basic Defense in response to incoming damage.

Regeneration
Regenerate 10% MHP per Turn.

Regenerate SYN/2 HP every time the user deals damage with a Melee Attack.

Action Enhancement
Implement Unique Resource System.

  • Start with 3*Level Cartridges each Battle. Spending a Cartridges confers +SYN to damage output for each Cartridge and may grant additional effects.
  • Gain 2d4 Cartridges after each Battle, up to 6+2*[Character Level] Cartridges may be carried. Certain Actions may require Cartridge expenditure to use.
  • The user can create Orcish Items and Augments. Orcish Items have a random effect based on the current biome, which is removed when an augment is active. If the biome lacks a certain material, the related Orcish Item's "Effect" is that it is disabled until an Augment is used.

 

Enable Combo System. Actions may be upgraded to have Combo Actions that can follow up on them. An Action can have at most [Action Level] Combo Actions following it. Cooldown is equal to the number of Combo Actions following the Action. Combo Actions have a 20% miss-rate and will be canceled if their preceding (Combo) Action misses. Cooldown increases by 1 for each canceled Combo Action. User is stunned if any of the hits miss,

+SYN/2 to Buff potency.

 

Skills that scale with two stats will have the relevant stats consider to be 25% higher. Stat Cap is lowered to [Character Level] + 5.

Reactive Effect
+1 SYN for each 10 damage taken, calculated at the end of each turn.

Enemies that target this unit with a Melee Attack must make a CON vs SYN save. Failing results in them taking -SYN to their INIT Score next turn.

 

+25% DEF and +25% RES when below 25% HP.

 

Increase two specific stats by 1 every time this unit takes damage. Stats may not rise above twice their base value.

 

Equipment

All starting equipment have the Bound and Growth qualities.

 

+2 Weapon Slots

 

Bundled Bonuses
Flight. 20% Evasion Chance versus Melee. +4 INIT.

DEX*2% Evasion Chance on Unstable Terrain. +1.5*DEX to damage rolls on Wet Terrain. +DEX to the damage of each hit of attacks that use the user's butt.

 

Resurrect with a mechanic's services at the Game Master's convenience. +[Character Level] to MHP. Self-repair for CON+[Character Level] HP per 24 hours, 8 hours with access to a mechanic, 1 hour with access to a mechanic and replacement parts.

 

Active Boosts
Once per battle, force a character's Theme Override, that character gains a large buff, or the battle's tone changes.

 



Perk-Backed Actions
Dot points are upgrades that may be made to the Actions.

Hellfire Mantle/Unleash Hell
Enable shield. The user may not attack. +SYN to RES. Enemies that target this unit with a Melee Attack take SYN damage. Reduce all stats by 1 for each turn after the one it was activated in. (Stat-loss may need to scale)

Disengage shield. 3*SYN damage split across up to 4 targets. Stat-loss from shielding begin to recover the following turn onwards.

Ahead by a Single Page/Beware My Might!
Apply 3 Turn Buff. Target gains +2 RES (this does not stack with any other RES buffs) and +2 to damage output. 4 Turn Cooldown. (Looks a bit anemic)

  • Increase RES bonus by 1.

 

1d12+SYN+INT damage attack. Negate the user's armor's RES bonus. 4 Turn Cooldown.

Reanimate the Dead
Resurrect a dead foe as a minion with the same stats and 1+(SYN/2) HP. The minion cannot attack on the turn it was reanimated on.

  • Two foes may be reanimated at once. HP raised to 1+(SYN/1.5).
  • Three foes may be reanimated at once. HP raised to 1+SYN.

 



Perk-Dependent Actions
Dot points are upgrades that may be made to the Actions.

Manual Activation
Manually activate reactive save-or-suffer ("Enemies that target this unit with a Melee Attack must make a CON vs SYN save. Failing results in them taking -SYN to their INIT Score next turn.") on up to 3 targets in melee range, dealing an additional 1d6+(DEX/2) damage to each. 4 Turn Cooldown.

Minion-Based
Sacrifice one of the user's minions (from the Perk-backed Action, "Resurrect a dead foe as a minion with the same stats and 1+(SYN/2) HP. The minion cannot attack on the turn it was reanimated on.") to heal the user by 75% of its remaining HP.

  • Increase healing by 25%.

 

All attacks targeting the user instead target one of their minions (from the Perk-backed Action, "Resurrect a dead foe as a minion with the same stats and 1+(SYN/2) HP. The minion cannot attack on the turn it was reanimated on.") if there are any for this turn. 4 Turn Cooldown.

  • Increase effect Duration by 1 Turn.


Effect-Based
+SYN/2 damage to foes afflicted with Frostbite or Reactive Perk Effect ("Enemies that target this unit with a Melee Attack must make a CON vs SYN save. Failing results in them taking -SYN to their INIT Score next turn.").

 



Actions Using Perk-Backed Systems
Dot points are upgrades that may be made to the Actions.

Combo System
Basic Attack. Reroll misses. 1 Turn Cooldown.


Grants Combo Action: Basic Attack. 1 Turn Cooldown.

Basic Attack. (Note: At Level 1, this is identical to a Basic Attack.)

  • Grants Combo Action: Basic Attack using a different stat. Higher miss rate of 30%.

 

Cartridge System (Myth)
Execute 2 independently-targeted attacks, each dealing 1d4+SYN damage. 2 Cooldown. Each Cartridge spent will only confer its +SYN damage increase to a single one of these attacks.

  • Increase number of independently-targeted attacks increased by 1.

 

Double RES for the purpose of damage calculations for 1 Turn. 4 Turn Cooldown. Triple RES instead by spending 3 Cartridges.

4d8 damage to all units in a 30 foot wide radius at a point within 100 feet of the user. Unlocks after at least 5 Turns. Must charge for 1 Turn before it can be used. 6 Turn Cooldown. At least 3 Cartridges must be spent on this attack.

Cartridge System (Katsuo)
Basic Attack with +SYN damage. Costs 1 Cartridge. (Note: At Level 1, this is effectively a standard "Basic Attack with +SYN damage. 2 Turn Cooldown." action except with the Cooldown subsidized with the Cartridge instead.)

1d8+Average(SYN, INT) damage attack. Costs 1 Cartridge.

Halve incoming damage this turn. Enemies that target the user with a Melee Attack take 1d4+Average(SYN, INT) damage. Costs 1 Cartridge.

1d6+Average(SYN, INT) damage to all enemies. Costs 3 Cartridges.
 



Actions
Dot points are upgrades that may be made to the Actions.

Single-Target Attack
Basic Attack with +SYN damage. 2 Turn Cooldown.

  • Reduce Cooldown by 1.
  • Add +0.5*SYN to the damage.

 

Basic Attack at 75% damage. Ignore all RES save for that which is specific to this attack's element, which is instead halved.

  • Increase damage by 25%.

 

Basic Attack, ignore 2 + (SYN/4) RES. If the target is defeated, gain a 1 + (SYN/4) damage boost.

 

Basic Attack and heal self for 4 + (SYN/4) HP.

 

1d6 Basic Attacks at 1/3 damage each. May only be used in melee range. 4 Turn Cooldown.

  • Increase number of attacks by 1.

 

Basic Attack at 50% non-lethal damage. Target may not use Melee Attacks next turn. May not be used in melee range. 3 Turn Cooldown.

  • Reduce Cooldown by 1.

 

1d6+STR damage with 15% chance of Stun.

  • +2 to die size.

 

1d6+STR damage with (STR+10)% chance of Stun, capping at 20%. Stun will not work if target's CON exceeds the user's STR.

  • Raise cap by 10%.
  • Change damage formula to 1.5

 

STR damage. Inflicts Poison dealing 1d4 damage for 4 Turns. Only the poison-affliction has 4 Turn Cooldown.

  • Reduce poison-affliction Cooldown by 1.
  • +2 to poison die size.

 

2d4+DEX damage. Ignore 50% RES.

  • +50% damage if the user used Basic Defense the previous turn. (Probably can only be taken once.)
  • The target's next attack deals 10% less damage.

 

(DEX/2)d3 damage. Interrupts any effects being sustained by the user via Free Action.

Basic Attack. If the target targeted the user with a melee attack this turn or the previous turn, they must take a CON vs STR save or be Stunned.

  • +SYN to STR for the save. (Probably can only be taken once.)

 

Basic Attack at 300% damage. Target must be knocked down and in melee range. 1 Turn Cooldown.

 

Multi-Target Attack

Basic Attack with damage split evenly between up to 5 targets. 2 targets minimum. 2 Turn Cooldown.

  • Increase maximum targets by 1.
  • Increase damage by 50%.

 

SYN damage in a small cone. Foes caught in it are knocked back and must take a CON vs SYN save or be Stunned. 2 Turn Cooldown.

 

INT damage to all enemies.

 

SYN damage to up to 5 targets. 2 Turn Cooldown

  • +1d6 damage if the victim has targeted the user with an attack this turn.

 

1d4+SYN damage to all enemies. 2 Turn Cooldown if used while under a SYN buff.

  • Change damage formula to 1.5*SYN.
  • Adds the Autohit property to the attack.

 

SYN + INT + DEX/2 damage to all foes the following turn.

 

2d6+INT damage to any number of targets. Must charge for 1 Turn before it can be used. Inflicts 1 Turn Stun on the user after firing. 4 Turn Cooldown.

  • Increase dice count by 1.

 

2d4 damage to all enemies. 5 Turn Cooldown.

 

Enhancement
The user's next physical attack deals 30% more damage.

 

The next attack involving the user's weapon deals 100% more damage. 2 Turn Cooldown.

  • Add 1 Turn Blind (victim has a 50% chance to fail in their attacks) to the enhanced attack.

 

Multiply evasion rate by 1.5 and exit melee range. 3 Turn Cooldown.

  • Reduce Cooldown by 1.
  • Enable reloading as a Free Action during this.

 

Multiply RES by 2 for 2 Turns. 4 Cooldown.

  • Increase Duration and Cooldown by 1.

 

+DEX to the user's RES. Effect ends when the user is no longer performing this action.

 

Teleport, next turn, strike first with +DEX to damage output next turn.

Reflect the first incoming melee attack targeting the user. Afterwards, the user is considered to be under the effects of Basic Defense until their next turn. Cannot be used consecutively.

+1 to the user's SYN and INT for 1d4 Turns.

  • The action instead grants the user a +3 which they may split between SYN and INT however they wish.

 

Sacrifice the user's next Turn. The next incoming attack had its damage reduced by 1d10+INT.

 

+ (CON+SYN)/4 to the user's MHP for 3 Turns and heal for that amount upon activation. 6 Turn Cooldown.

 

Heal
1d4+SYN heal.

  • The target can choose (up to) 1 (more) status effect to remove from themselves.
  • Increase healing by SYN/2.

 

1d6+INT heal. 3 Cooldown.

  • Reduce Cooldown by 1.

 

1d4+(SYN/2) heal to up to 2 targets. Form-locked.

 

Heal all allies by SYN/2.

  • Increase healing by SYN/2.

 

Remove up to 1 status effect of the target's choice.

  • Increase maximum number of effects removed by 1.

 

Remove all debuff-type status effects from the target. 2 Turn Cooldown.

 

Support

Protect the user and an ally with Basic Defense. This counts as a Basic Defense. 2 Turn Cooldown.

  • Reduce Cooldown by 1.

 

+SYN to the target's main attacking stat or RES for 2 Turns.

The targeted unit will target the user until their the targeted unit's next turn. No foe may be targeted consecutively by this.

  • An additional unit may be targeted.

 

All 50% of incoming damage before defense calculations to the targeted ally will hit the user instead. Only one ally may be under this effect at a time, and no ally may be targeted consecutively by this.

 

Apply a barrier to the user. Protected units take 2*[Character Level] less damage but cannot perform any actions that damage foes.

  • Add a barrier slot. An ally may use their turn to take cover from it and be protected. They can leave as a Free Action. Only one ally may occupy the slot at a time.
  • +[Character Level] damage reduction. Once per turn, an action targeting protected units will have all non-damage effect negated.

 

Next allied attack deals 1d6+INT more damage.

  • Increase dice count of the damage boost by 1.

 

-1d4 to incoming damage for all allies in range while active. Free Action to sustain. Maximum 3 Turn Duration. 2 Turn Cooldown. Form-locked.

Target has 50% multiplicative evasion chance while active. Free Action to sustain. Maximum 3 Turn Duration. 2 Turn Cooldown. Form-locked.

 

Force the user's Theme Override, increase their RES by 2 (this cannot make it exceed the stat cap) and increase the RES of all allies by 1.25*INT for 2 Turns. 2 Turn Cooldown, this begins after the effect expires.


Impair
Inflict Burn, dealing SYN/2 damage per turn for 1d6 Turns.

  • Increase Duration by 2.

 

Inflict Isolate, preventing the target from being buffed for 3 Turns. 3 Cooldown.

Inflict Stagger, reducing the target's RES by DEX/2 for 3 Turns. 3 Cooldown.

  • Stagger gains a gauge that fills by 1 for each attack that hits the victim. Upon reaching 12, the RES reduction worsens to DEX.

 

Target takes 10% more damage from all sources for 2 Turns. This effect may only be active on one foe at a time.

  • The victim takes an additional 10% more damage from the user.

 

Target must a CON vs INT save, becoming Panicked for 2 Turns. Panicked units cannot target two units of the user's choice. 3 Turn Cooldown.

 

Target must repeat its most recently used action the following turn.

 

All foes in the target area must make a CON vs INT save, becoming stunned for 1 Turn should they fail. 8 Turn Cooldown.

  • Reduce Cooldown by 1.
  • +30% INT for the save.

 

Utility
Target an object. Roll SYN vs [Object Durability] in attempt to destroy it.

Summon a dove that can scout out areas and relay messages. It cannot move too far from the user.

  • At the GM's discretion, the user may gain an extra action against up to one scouted foe at the beginning of battle.

 

Miscellaneous
Changes forms swapping to the other form's moveset. SYN and DEX values are swapped. Heals for 20% MHP.
 



Passives
Dot points are upgrades that may be made to the Actions.

Equipment
-1 to all weight penalties.

  • Add another -1 to weight penalties.

 

-1 to the minimum requirements of all equipment.

Attack

Every 4th Turn, Basic Attack deal 1+(4/SYN) more damage, while non-Basic attacks deal 40% more damage.

 

All attacks inflict Bonds. Hitting a victim returns 10% of the damage dealt as healing to the attacker and dispels the effect.

 

Utility

+DEX to all driving rolls.

 


 

Character-Specific

Snow

As a Free Action, multiply DEX by 2 this turn. -2 to all stats next turn. 5 Turn Cooldown.

Edited by Empiricist
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Alexandria, Primus Councillor

Spoiler

Name:  Alexandria, Primus Councillor

Age:  Ask no questions, hear no lies.

Gender:  Female

Race:  Divine Construct

Class:  Politician/Tourist/Dreadnought

Role:  Main Tank/Single Target Lockdown

Spoiler

Appearance:  Alexandria is a massive android shaped like a classical Greek statue crafted from interlocking bands of metal.  Her hair is fine wire, and she seems to be clad in an elegant, sleek, modern dress that covers her feet.  Her entire body has a shiny, chrome finish, which she takes great pride in.  Alexandria is always followed by a faint humming sound, produced by the immensely powerful magnetic fields and dark energy thrusters she uses to prevent her immense mass from smashing whatever she steps on.  She is capable of very limited shapeshifting, which is used to deploy ranged weapons, more thrusters, or her trusty rocket hammer from their internal storage.  It can also be employed for cosmetic purposes, though she rarely uses this feature.  Just don’t mention her weight or age; they’re serious sore spots.

Personality:  Alexandria is calm, level-headed, and very patient.  Sometimes too patient; being unaging and very, very old means that plans which take generations to bear fruit are perfectly viable options for her, and this means she might not take short term circumstances as seriously as she should.  Alexandria does not suffer fools or cowards gladly, but prefers attempting to help them self-improve over more permanent solutions.  As an experienced politician, she is excellent at concealing her emotions and true goals when she wants to be, but prefers not to unless it’s necessary. 

Backstory:  No one is entirely sure of the origins of Alexandria, Primus Councilor of the Five Exemplars and mother goddess of the Disciples of the Five, save for the Primus herself.  And the story changes every time she tells it.  Sometimes, she’s a time traveler from the far future sent back to the dawn of the universe by Zoe Walker, because somebody needed to build the first Disciples.  Sometimes, she is a primal being who was incarnated when the first sapients decided city living beat hunting and gathering.  Sometimes, she built herself in a cave, with a box of scraps.

            What is clear is that she created the first androids of the Disciples of the Five, long before any organic races were recording history.  Thus, when the Disciples made first contact with the Elves and Dwarves, and learned that a ‘god’ is an extremely powerful entity who creates entire races, they logically concluded that Alexandria must be a goddess.  Is she a goddess because they believe she is?  Do they believe she is a goddess because she was one from the start?  When these questions have no good answer, the subject will inevitably become a deity.

            Thus, Alexandria is the goddess of civilization, invention, and exploration.  Under much personal protest, yet her descendants will not be dissuaded from their beliefs.  Engineer, politician, hero, and mother goddess, the Primus Councilor has assumed countless mantles over her operational lifespan, which radioisotope dating has placed at being somehow longer than the universe has existed.  Much to her chagrin, as this doesn’t exactly prove her lack of divinity.

            Neither does her construction, which has yet to be equaled by modern engineers.  Alexandria’s body is constructed of titanium alloyed with galvanium, a normally soft and weak metal that changes density and size when exposed to electric fields, growing and shrinking without altering its mass.  Placed atop a skeleton of nigh-indestructible dracosteel, forged from titanium and shed dragon scales, this hyper-dense armor is extremely tough and weighty.  If she were built of dracosteel alone, Alexandria would weigh ten tons.  However, while her compressed galvanium armor cannot create a singularity, it is extremely dense; despite being the size of a large human, she masses a little over one hundred thousand tons.  Her sheer mass, battleship-grade weapons and defenses, and eons of experience make her incredibly personally dangerous.  However, these advantages come at the cost of a great deal of overland speed and the ability to efficiently dump waste heat.  Her hyperdense plating is a far better insulator than most metals.

Level:  5

HP:  90

Init:  The Absolute Worst

Crafting Tokens:  0

 

Stats:

Str: 10

Dex:  0

Int: 8

Con: 12

Syn:  0

 

Perks

Spoiler

Deus Est Machina:  Alexandria, for all her merits, is a machine, and in her home universe that gives her unique advantages and disadvantages.  Essentially, all effects will treat her as an inanimate block of incredibly durable metal, with the exception of non-magical psychological effects and effects that specifically target machines.  As a consequence of this, she does not receive automatic post-encounter healing unless someone with a repair-capable action is accompanying her.

 

80s Magic Armor:  As more people fight alongside Alexandria, having faith in her ability to protect them, she grows tougher.  Alexandria gets +[level] HP and MHP at the beginning of an encounter for each participating ally.  These bonuses wear off when the encounter ends.

 

Blatant Hacking:  Alexandria uses her divine powers to circumvent some of her weaknesses by hacking healing effects used on her to register as repair effects.  Basically, the hacked effects heal Alexandria like she were a living target.

 

Dreadnought: Alexandria's incredible mass and stabilizing thrusters slow her down, but they also make her all but impossible to shift. She is immune to effects that rely on moving her or preventing her from moving as she wishes; this does not prevent stuns unless they are based around physical restraint.

 

Overclocking Hazard (Flaw):  Alexandria’s frame, as powerful as it is, does limit her in a few key ways.  She will always move last in an encounter, automatically rolling the worst possible initiative.  And she cannot use damaging actions during the opening round of an encounter.

 

Actions:

Spoiler

Power to Shields:  A complete focus on defense reduces incoming damage by 50% after other reductions this rounds.

 

Gatling Heavy Pulse Cannon:  This heavy weapon can be deployed from inside either of Alexandria’s arms, where it is stored with galvanium miniaturization technology.  It fires dark energy bolts that rapidly tear through enemy defenses.  This weapon always has the maximum possible weight penalty. 

-Level 1 (Craft):  A single pulse bolt suppresses a random defensive effect on the target for 1 round, and then deals 2d8 + intelligence damage.  Suppressed effects’ durations still tick down, but otherwise do nothing.

-Level 2 (Craft):  Alexandria fires an additional pulse bolt, dealing 3d8+ intelligence damage instead.

-Level 3 (Craft):  Alexandria raises power flow to the cannons, increasing the damage to 4d8 + intelligence and suppressing 2 defensive effects instead of 1.

 

Deflector Shields:  Alexandria protects herself with layers of hard light deflector screens and magnetic shields, reducing damage as long as the shields can withstand the incoming fire.

-Level 1 (Craft):  Grants a temporary HP pool of [level x4].  [Level] of this pool is used to absorb damage from incoming attacks.  When the pool is depleted, the shields go on cooldown for 2 rounds, after which the HP pool is refilled.

-Level 2 (Craft):  Increases the HP pool size to [level x6].

-Level 3 (Craft):   Increases the HP spent on absorbing damage per hit to [level x2], reducing damage further at the expense of also depleting the shield faster.

-Level 4 (Craft):  Increases the HP pool size to [level x8].

 

The Orbital Friendship Cannon:  Alexandria calls in a favor from her old friend, professional space wizard Zoe Walker, and calls down an orbital strike.  An enemy is targeted by a devastating attack of friendship, rainbows, rainbow sparkles, and a 20 kilogram ferrous slug travelling at .2 c.

-Level 1:  Alexandria designates an enemy as the target.  In 3 rounds, they will be struck by a shot from the cannon, which deals 2d6 + intelligence damage.  Before the shot arrives, any number of allies may choose to give up a single action to contribute harmonic energy to the attack, increasing the damage dealt by 2d6 + their best attacking stat for each contributor.  The cannon cannot be fired while a shot is in transit, or for 3 rounds after it hits.

-Level 2:  Each contributor (including Alexandria) may add a secondary effect of one of their actions to the cannon shot.  If effects of the same kind are added, only the best one applies.  “Hits all enemies” may not be added.  No effect upon Alexandria or the contributors can prevent the cannon from being aimed, fired, or contributed to. 

-Level 3:  Each contributing character now adds 3d6 + their best attacking stat to the total damage.

-Level 4:  Each contributing character now adds 4d6 + their best attacking stat to the damage.

 

Project Barrier:  Alexandria projects a hexagonal pane of solid light in front of her, blocking actions aimed at people sheltered behind it.

-Level 1:  Alexandria creates a ‘safe zone’, which allies can enter or leave as a free action during their turn.  Enemy actions aimed at allies in the safe zone hit Alexandria instead.  If the safe zone is filled, allies cannot enter it until somebody leaves.  The safe zone is large enough for 1 ally.  Alexandria cannot use damaging actions while the barrier is up.  She can lower the barrier as a free action during her turn.

-Level 2:  The safe zone is now large enough for 2 allies.

-Level 3:  Up to 3 allies can now take shelter behind Alexandria's shield.

 

Vicious Taunting:  Alexandria personally insults target enemy, drawing upon her political experience to make it really sting.

-Level 1:  Target enemy with a mind who hears the taunt is enraged, and must only use damaging moves to attack Alexandria for 1 round.  The target does not have to understand Alexandria’s words or even language, as the tone is enough to convey the message, but completely mindless enemies are immune.

-Level 2:  The taunt now lasts for 2 rounds.  If Alexandria taunts someone while somebody else is still taunted, remove the old taunt.  The original victim finds the sick burn too funny to stay mad.

-Level 3:  The taunt now lasts for 3 rounds.

 

Steel Fist:  Alexandria invented a martial art specifically for cyborgs, robots, and people in power armor.  It is terrifyingly effective in the hands of a master.

-Level 1:  Alexandria makes a strength check against target enemy’s strength, each rolling 3d6 + strength.  If the target fails the check, she immobilizes them for 1 round, preventing the use of actions that require physical movement.  If she made a successful Steel Fist check on them last turn or the target is already prevented from moving, she can also attack them with an equipped weapon as a free action.

-Level 2:  If Alexandria gets a free attack from this action, she can choose to step on the victim instead of attacking with her weapon, reducing their initiative to 0 and dealing damage equal to the initiative lost x2.

-Level 3:  Alexandria gets a +4 bonus on the opposed check to grapple enemies.

-Level 4:  Alexandria gets an additional +4 on the opposed check, for a total of +8.

 

Shield Modulation:  Alexandria alters her shields’ settings to layer them for greater effectiveness.

-Level 1:  Alexandria can modify her Power to Shields action, reducing the damage reduction to 20% but allowing it to apply before other reduction effects do.

-Level 2:  The damage reduction is reduced to 30%.

-Level 3:  The damage reduction is reduced to 40%.

-Level 4:  The damage reduction is not reduced.

-Level 5:  Alexandria's basic block now reduces damage taken by 60% before other reductions apply.  This action renders the basic block entirely obsolete.

 

Periscope (Trick):  Alexandria deploys a sensor in her finger to look around corners, but the lack of depth perception is disorienting and prevents the use of this trick with offensive abilities.

 

Conversational Judo (Trick):  Alexandria uses her immense political experience and talents for schmoozing to recover from conversational gaffes.

-Level 1:  3 times per encounter, Alexandria can reroll a failed diplomacy check at +5 DC.

 

 

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What you are telling me is that you have a 4d6 weapon that get's + 4 damage +Con *1d6 + STR? And the weapon can become more powerful? and you have a +6 RES plate with no STR penalty or Minimum stats, and her weapons don't have the bound property but they cannot be removed? And your character cannot permanently die? And she's a several billion year old politician? And she is supposed to get stronger after all of this?

The character with the strongest weapon right now has a 1d12 + STR weapon, and he only has +2 RES....

Edited by Cronos5010
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No, you're misreading it. The rocket hammer as currently written does 1d6 damage for each point of constitution Alexandria has, plus her strength bonus. This means that it currently does 4d6+4 damage. It is intended to be balanced by being a strictly melee weapon on a very slow character, but if that doesn't provide a significant penalty in this system I will come up with an additional downside.

She can't permanantly die without some extremely thorough measures, this is true, but there is little functional difference between a few weeks in the shop and actual death when something's trying to eat the party's faces right this second. Actually, every single one of her perks is either mostly downside or has little direct effect on combat, intended to buy off her high statted equipment.

All her starting gear is bound. It's literally incorporated into her body. She can't take it off any more than we can take off our arms and legs. This is why they don't have required stats. Body parts don't have minimum requirements. The reason they all improve is that they can't be replaced or supplemented. Everyone else has two armor slots. She has the ability to apply her constitution and intelligence as damage reduction. And a 'perk' that draws fire like nobody's business.

Again, this is all subject to change. The rocket hammer probably is too strong, if 1d12 + stat is the mark of a high powered weapon. But I'd like to hear the GM's input before I change it, so I know whether to nerf numbers, add more downsides, or both.

Hm. Needing a turn to recover after swinging might be a step in the right direction.

As I said, I am still learning the system, and welcome all helpful advice.

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The biggest problem with the tank is that your supppsed nerf has very little to do wti the system; location is abstracted in game; so your character's "flaw" is essentially just fluff, and your bauble essentially gives you a level scaling health boost on top of a level scaling health regeneration; what you have to understand about this system is that real life features like distance, and the passage of time has mostly been abstracted, and to be honest most of her perks are too abstracted; "healing effects are almost no use to Alexandria, but repair effects, however do heal her hit points and remove status effects" that is essentially just semantics, also the politician perk is also too abstract; there needs to be crunch to back up the fluff for that; like Int/2 chance of intelligent creatures targeting her or something, and the loss of the SYN stat doesn't really mean anything since your equipment has no SYN based stat boosts, also wait a minute; her rocket hammer deals a 1d6 of damage for each point of CON? And you added a + STR to that?

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nonononononononononnonononononononno

literally everything on that sheet is hideously, horrifically overpowered

please take a second and third look at a few other sheets to get a better idea of what your actions and formulae should look like

let me go through this one by one:

-the highest damage on a weapon currently is 2d6+stat with 5 weight; your rocket hammer clearly violates this standard.

-similarly the highest RES is 4+level with 8 weight and an unremovable penalty. that armor is very nearly part of her (it's actually conjured up from what amounts to her mental landscape). armor being part of you doesn't auto-remove weight; look at Snow too.

-under almost no circumstances will you be allowed to multiply stats together to determine damage

-similarly you cannot run damage off of your constitution because offenses running off defenses is inherently overpowered

-you also can't scale your armor directly off of your other stats, ESPECIALLY not CON since that's getting double value out of each point

-no recharging shield generators with RES-scaling health, what? this is an identical problem to the previous one

-auto-taunt in a perk is way too good for a tank

-you can't level up basic attacks

-you're not allowed to take an ability that can instantly remove an enemy from combat

-again, no multiplicative damage

-your heal scaling is broken and this basically exists to negate one of your supposed penalties

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No, you're misreading it. The rocket hammer as currently written does 1d6 damage for each point of constitution Alexandria has, plus her strength bonus. This means that it currently does 4d6+4 damage. It is intended to be balanced by being a strictly melee weapon on a very slow character, but if that doesn't provide a significant penalty in this system I will come up with an additional downside.

She can't permanantly die without some extremely thorough measures, this is true, but there is little functional difference between a few weeks in the shop and actual death when something's trying to eat the party's faces right this second. Actually, every single one of her perks is either mostly downside or has little direct effect on combat, intended to buy off her high statted equipment.

All her starting gear is bound. It's literally incorporated into her body. She can't take it off any more than we can take off our arms and legs. This is why they don't have required stats. Body parts don't have minimum requirements. The reason they all improve is that they can't be replaced or supplemented. Everyone else has two armor slots. She has the ability to apply her constitution and intelligence as damage reduction. And a 'perk' that draws fire like nobody's business.

Again, this is all subject to change. The rocket hammer probably is too strong, if 1d12 + stat is the mark of a high powered weapon. But I'd like to hear the GM's input before I change it, so I know whether to nerf numbers, add more downsides, or both.

Hm. Needing a turn to recover after swinging might be a step in the right direction.

As I said, I am still learning the system, and welcome all helpful advice.

4d6+4 is pretty crazy damage

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Just for reference:

you're doing 4-24 base Damage with each blow dude. The highest base damage of weapons of this level are 2-12/1-12, coming from stuff like Hiroki's Cannon which is bound and has a weight of 8 with a freaking penalty that decreases her Ini by alot...

tldr, as murdoc told me himself, if you want high base damage in a weapon at this level, you WILL pay for it in the form of either high weight and thus high check penalties, cursed attributes on the gear, or both in the case of my own weapon (though to be fair, I put recoil on Radiant shard because I didn't feel like constantly having a massive penalty to ever single check. Plus I got the nice burn effect, so...). at 4-24 when the highest thus far is 2-12, the amount of drawbacks you'd have to give that gear just to reasonably balance it would more than likely cripple your pc in every way except damage output.

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Secondary character for if my main char dies; who doesn't love Neutral Good Support tanks?

William The Paladin Of Vengeance

Name: William
Age: 30
Gender: Male
Race: Human
Sex: Male
Appearance: A tall man clad in dark grey full plate armor covering his body, an equally dark grey great helmet covers the entirety of his head; a cross
shaped visor is prominent on his helmet, and on his back is a tattered blood red cloak; during battle he carries his two handed greatsword "Sanctus Ultor"
sometimes it emits an electric spark.
Personality: A warrior obsessed with pursuing the defence of the weak and the punishing of the guilty; William cares for little else; there is no love lost
between him and those who would exploit the rule of law; he despises the undead and he has a rather dark sense of humor;
he is very stubborn and dislikes tactics that he finds dishonorable; his motto is "Only in death does duty end"
Level: 1
EXP: 0
HP: 31
Init:
Constitution: 3
Dexterity: 0
Intelligence: 3
Resistance: 1
Strength: 4
Synergy: 3
Complexity:
Perks:
Only Human: William gain's five stat points a level instead of four
Fear of Death: grants the actions: It Will Not Die, and Lay on Hands
Equipment:
Name: Sanctus Ultor
Description: a two handed sword that sometimes emits an electric spark
Type: Weapon
Damage: 1d12 + STR
Minimum Stats: 4 STR, 3 SYN
Weight: 4 STR
SYN Threshold/Bonus: 7 SYN (+1 STR/CON), 10 SYN (An additional + 1 STR and COn)
Special Qualities:
Bound
Distruption Field: (6 INT) the weapon now constantly emits an electric blue light, and attacks now ignores 2 points of RES
Advanced Distruption Field: (12 INT); the weapon emits an audible crackle when activated, and electric sparks dance around the blade; attacks now ignores 6 Points of RES
Name: Parkerized Full Plate
Description: A thick Rust proof suit of dark grey full plate armor
Type: Armor
RES Bonus: 4
Weight: 5 STR
Syn Threshold/Bonus: 10 SYN (+ 1 RES) 15 SYN (+2 RES Replaces the previous bnus)
Special Qualities:
Name: Tattered Blood Red Cloak
Description: It used to be white.....
Type: Bauble
Weight:
Syn Threshold/Bonus: 6 SYN (+1 DEX)
Special Qualities:
Actions:
Basic Action: Smite: William attacks using his sword dealing basic damage
Basic Defense: Indomitable Will: halves damage taken
It Will not die: Passive; William has a a Con * 3 chance to take half damage from a single attack a round
Lay On Hands: William heals 1d6 + Character Level + SYN health to a single character; three round cooldown
Justice Blade: William deals Basic Damage + SYN damage to a single enemy; this ability has a two round cooldown
Level 2: This Attack's damage is multiplied by 1.5
Great Cleave: William deals halved basic damage to three enemies, or 75% basic damage to two enemies; four round cooldown
Defend The Weak: William deals 1d6 + SYN damage to a single enemy; forcing the enemy to target him for two rounds; Three round cooldown
Level 2: The attack now deals 1d8 + SYN damage
Eternal Crusade: William grants himself +2 STR for two rounds; this ability has a six round cooldown, and counts as a free action

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Okay. I used too much stats. I thought I might have, but it's good to know for certain. I had no idea how the encumbrance system worked... I think I do now. I will post a revised version, altered for balance. I dropped the hammer and armor stats to more reasonable current levels and improvement rates, nixed the regenerating shield entirely, somewhat nerfed the plasma cannon damage, and quantified a lot of the things that were vague before. Also, Alexandria needs intelligence a lot more now, to in addition to the obvious need for strength, resilience, and constitution. My experience with D&D suggests that badly needing four stats at once is a great way to limit an otherwise powerful character. I also reworked the action distribution, because I think I misunderstood how basic attacks work.

Name: Alexandria, Primus Councillor

Age: Ask and regret. For extra doom, also ask about her weight.
Gender: Female
Race: Android
Sex: Doesn’t have one.

Class: Tourist Dreadnought
Appearance: Resembles a polished, chrome, highly detailed statue of a humanoid woman in a floor-length, simple dress. Stands over seven feet tall, with realistic proportions. Her entire body, including her ‘dress’, is composed of hundreds of bands and plates of metal that interlock perfectly to form a smooth surface. Her hair is comprised of fine wire.
Personality: Farther back towards the beginning of her universe than any living organic can remember, an insane time traveler dumped a recently uploaded, former human senator on a desolate world. Already making sanity checks due to the experimental machine her mind had been transferred to, the senator quickly decided she would go insane if she waited for intelligent conversation to evolve. So she studied the information stored in her memory banks, and made some friends. Sadly, this didn’t give her intelligent conversation, forcing her to lead her new children, and eventually species, for at least the next 5 billion years. After the longest development cycle in history and some very unwanted deification, Alexandria is finally ready to kick off her responsibilities and relax, secure in the knowledge that her descendants can care for themselves without the watchful presence of their benevolent god-queen. Then the trespasser invasion hit, and Alexandria fell through a hole between worlds. Stripped of the power her worshippers give her, relying on her base body for the first time in ages, the Primus Councillor is… loving it! Challenges! New people! New experiences! For the woman who thought she had seen it all, this ‘disaster’ might just be the best thing ever. Well, as soon as these trespassers get taught how we deal with eldritch horrors in Council space.

Level: 1
EXP: 0

HP: 36
Init: -

Stats:
Constitution: 4
Resistance: 4
Dexterity: 0
Intelligence: 2
Strength: 4
Synergy: -

Complexity: ?

Equipment:

Name: Rocket Hammer
Description: Exactly what it sounds like. A surface-to-orbit booster rocket on a very sturdy stick. When backed with the divine power Alexandria cannot currently access, it’s capable of spiking tanks into orbit. Right now, it still hits like a truck. A very small truck.
Type: Weapon
Damage: Variable, currently 1d6 + str (1d6 + str + 1d6 per 4 levels)
Minimum Stats: None
Weight: Variable, currently 2
SYN Threshold/Bonus: -

Special Qualities:

Integrated System: This weapon is a retrofitted part of Alexandria’s propulsion system. While she can wield it easily, to anyone else it would be virtually useless as a weapon. However, being linked directly to her internal zero-point generator means that this weapon’s ability to apply concrete-melting dark energy booster backblast to whatever it hits is directly tied to her intelligence score, as is its ease of use. It is literally a part of her, and improves as she does. Its base damage is 1d6 + str. However, the weapon gains an additional 1d6 of damage for every 4 levels Alexandria has. Its Weight stat is equal to twice her level, and will require regular strength investment in order to allow continued use.

Bound: This weapon cannot be removed. It is incorporated into Alexandria's body.

Name: Dreadnought Plate
Description: Alexandria’s hyperdense external plating is the finest protection imaginable. Or at least it can be. Which is a good thing, since other types of armor would have enormous difficulty fitting over her sculpted and most definitely not removable ‘clothing’.
Type: Armor
Resistance: Variable, currently +2 (Level+[int]/2)
Minimum Stats: NA
Weight: Variable, Currently 2
SYN Threshold/Bonus: -

Special Qualities:

Integrated System: Alexandria’s external plating, like the rest of her body, is comprised of galvanium, a semimagical metal unique to her home setting that increases or decreases in density based on the amount and nature of the electrical current that flows through it. Thus, its ability to resist damage is directly tied to her ability to control (int) the electricity from her internal zero-point generator. However, even in this weakened state it is extremely resilient, and at higher levels can outclass most starships. Its hyperdense nature greatly increases her mass, though, making the armor's weight equal to twice her level. Alexandria cannot wear other types of armor unless they fit over her Dreadnought Plate.

Bound: This item is integrated into Alexandria's body, and cannot be removed.

Name: HL System
Description: An integrated shield generator, Alexandria’s HL system can produce defensive barriers from solidified photons.
Type: Bauble (bound)

Minimum Stats: NA
Weight: 2
SYN Threshold/Bonus: -

Special Qualities:

Integrated System: Alexandria’s hard light system can generate simple barrier-constructs from photons. This item enables the use of the action HL Barrier, and may have its fluff incorporated into actions learned later.

Hardline: This item mimics the effect of a Faraday cage. Alexandria’s systems cannot access or be accessed wirelessly as a defense against hackers.

Bound: This item is integrated into Alexandria's body, and cannot be removed.

Perks:

Deliberation (Flaw): Alexandria’s immense mass and aging systems force certain limitations on her. She cannot move faster than an unhurried walk without some serious assistance or her currently inactive dark energy rocket drives, and thus always rolls a 1 on initiative checks. This is a combination of actual malfunctions and actively restraining herself to prevent collateral damage; she is much faster than she walks.

Integrated Systems: Alexandria’s starting equipment is literally a part of her. Her starting armor and bauble cannot be removed without the proper tools (are bound), a lot of effort, and causing her immense amounts of pain. This will probably kill her unless replacements are installed; the plating in particular, as it is literally her skin. Her hammer can be removed, but it will not work well for anyone else, and she always knows its location if she is on the same world as it. However, her equipment improves with her stats, as it is a part of her. Also, healing effects are of limited to no use to Alexandria. Repair effects, however, do restore her hit points and remove persistent status conditions.

Mechanical: Alexandria is sapient machine. She doesn't eat, sleep, or breathe, can't get radiation sickness, and is otherwise unaffected by extreme environments including but not limited to sandstorms, deep ocean, and the vacuum of space.

Hard Reset: Alexandria’s hardware is extremely resilient, and her power source and blue box, the place where her mind resides, form a nearly indestructible, self-contained unit. Even if she is reduced to zero hit points and taken offline by an attack, a skilled mechanic can restore her systems and with a considerable amount of work return her to full functionality. Weeks at least, assuming she is retrieved right away.

Actions:

Basic Attack: Alexandria strikes out with her rocket hammer, dealing damage to opponents within melee range. Currently 1d6+str

Basic Defense: Alexandria blocks, reducing damage taken after other effects apply by 50% for 1 round.

HL Barrier: Alexandria generates a hard-light construct to block damage. Additional levels will increase construct complexity and toughness. Once activated, a construct remains up until Alexandria chooses to lower it, but she can only have one active at a time.

-Level 1: Alexandria generates a single shielding hexagon, reducing damage to herself by twice her level. Characters protected by the barrier cannot use actions that damage enemies.

-Level 2: Alexandria adds a second hexagon to her barrier, allowing her to cover a single teammate. As long as the barrier is active and there is an empty spot behind it, an ally may spend an action to shelter behind the shield and benefit from its protective bonuses and penalties, or leave the shelter as a free action. Only one ally may be sheltered at a time. When the barrier is deployed, Alexandria may have an ally become sheltered by the barrier.

-Level 3: The barrier’s damage reduction is increased to three times Alexandria’s level. Once per round, Alexandria may negate all non-damagd effects of an action that strikes the barrier.

Attract Attention: Alexandria is very shiny and very convincing. This action can work on anything with a mind, and does not require sapience as her taunting perk does. However, it does require a mind.

-Level 1: Alexandria taunts a single opponent, making herself an obvious and tempting target. If she wins the check, that opponent will preferentially target her over other available targets. Only one opponent may be taunted at a time.

-Level 2: Alexandria may now have two taunted opponents at a time, although she still has to taunt each one with a separate action..

Plasma Cannon: Alexandria’s integrated weapons systems are cumbersome, slow, and inefficient, but they pack a daunting punch. This one melts everything. Additional levels increase the devastating damage, and the devastating collateral damage.

-Level 1: On the turn she uses this action, Alexandria deploys her plasma cannon, a noisy and highly visible affair that transforms her right arm into a dish. Plasma builds up in a reservoir inside the cannon, producing heat bloom and a high-pitched whine both noticeable from yards away. On the next turn, she fires the cannon, dealing 2d12 + [int] damage to all enemies. On the third turn, she dumps waste heat, and returns her arm to its previous configuration.

-Level 2: The plasma cannon's damage and backblast are increased to 3d12 + int.

Now for the million-dollar question. What about Holly Berry? I don't think anyone even noticed she existed amidst the flak and legitimate (and much-needed) criticism for my other entry. Still, there were a few things funky about her that I now can recognize, so I'll post a revised version here.

Name: Holly Berry, PhD

Age: 257 earth years
Gender: Female
Race: Dryad
Sex: Female

Class: Necro-Medical Specialist
Appearance: Holly can pass as a human of African descent. She has dark brown ‘skin’, with a visible, woody grain if you look very closely. Her ‘hair’ is actually a huge mass of tangled holly branches and leaves, accented by bright red berries and white flowers with red, medic’s crosses on them. Her eyes are a luminescent green.
Personality: Holly Berry is a genuinely caring individual who one day decided that protecting her grove and soul-tree was too selfish to really make a difference. So she set out into the world, and went to magical college. Sure, it was a dark magical college, but lacking any references as far as human morality is concerned, she didn’t realize this until nearly 20 years later. She’s been working to correct her mistakes ever since, but found some of the so-called dark powers too useful to ignore. Holly is prone to sarcasm and scathingly harsh after-action rebukes, not because she usually means them, but because she’s aware that most living beings have a harder time recovering from injuries than plants like herself. Her soul-tree, incidentally, has been enchanted to the point of indestructibility, and she has a bank account set up to retain the services of a well-trained paramilitary organization for extra defense, using the account’s interest. Even though she’s in another dimension, she knows she’ll recover eventually from almost any injury. It might take her a couple decades to grow a new body back home, but that’s still far better than most people can expect. So stop getting yourselves impaled, gods damn it! Having a miracle worker is not an excuse for stupidity!

Level: 1
EXP: 0

HP: 33
Init: +2

Stats:
Constitution: 2
Resistance: 2
Dexterity: 2
Intelligence: 3
Strength: 1
Synergy: 4

Complexity: ?

Equipment:

Name: Heartwood Charm
Description: An amulet made of magical heartwood, enchanted to promote good health
Type: Bauble
Damage: NA
Minimum Stats: 1 Synergy, 1 constitution
Weight: Negligible
SYN Threshold/Bonus: Every 6 synergy the wearer has increases the healing per minute by 1.

Special Qualities:

Healing Charm: The wearer of this amulet is healed 1 HP of damage every minute. This healing cannot replace missing limbs or organs. Also, it usually only works outside of combat, unless an encounter lasts for a minute or more of in-game time.

Perks:

Photosynthesis (flaw): Holly is a plant. Unless she has the opportunity to plant temporary roots at night or otherwise drink what she needs, as well as exposure to sunlight or an acceptable substitute, she will begin to starve. Holly trees are not particularly drought-resistant plants, and she cannot last much longer without water than a human can, or go longer without sunlight than a human can without food.

Dryad Regeneration: Holly can use her magic and being a plant to heal herself and others, assuming they are also plants. Holly heals herself and any plants she is near hit points equal to [con*level] every round, as long as she has any hit points left. This healing can restore limbs and internal organs, including the head, which Holly, being a plant, doesn't actually need very much.

Reconfigure: Holly’s body is just a shell; it doesn’t have to look the way it does. She just likes her current appearance. However, if she wants to, Holly can take a few hours and grow herself a new body in any shape she wants. This does not alter her stats in any way, but new limbs and body configurations might change her capabilities. The old body is left to rot.

Verdant Corruption: Everything Holly touches with her magic retains something of her plantiness. Wounds healed are sealed by vines or a woody patch, undead raised are held together with living plants, and so on. Living, sapient beings so altered can accept the corruption and become part or entirely plant as well, sharing Holly’s photosynthesis flaw but also benefitting from her regeneration perk when near her. They can instead reject the plant, in which case it withers harmlessly once her magic completes its appointed task.

Actions:

Basic Attack: Holly sprouts vicious cholla spines from her knuckles, and punches or hurls them at an enemy. Deals 1d4 + [syn] damage as a melee or ranged attack.

Basic Block: Holly creates a shield of hardwood and blocks incoming attacks, reducing the damage they deal her. Reduces damage received from attacks by 50% after other modifiers are applied for 1 round.

The Wheel Turns: Holly switches between her life-giving and unlife-giving powers, granting a nature or profane bonus to certain types of actions and perks. The Wheel may be turned between ‘life’ and ‘unlife’ using an action. The Wheel's benefits only assist allies. Additional levels add to and enhance the buffs granted.

-Level 1: While the Wheel is set to ‘life’, all healing and repair effects used near Holly on others are 50% more powerful. While the Wheel is set to ‘unlife’, any undead raised near Holly have 50% more hit points than they normally would.

Restore the Flows: Holly senses how a living ally should be when healthy, and returns them to that state. Additional levels increase the magnitude of the healing, apply minor buffs, and allow status conditions to be removed.

-Level 1: Holly heals a living being or elemental being she touches, restoring 1d6 + [syn] hit points.

-Level 2: This action also removes a single negative status condition. If Holly has identified a condition, that condition is removed. Otherwise, one is chosen at random.

Diagnosis: Holly uses her medical training to determine the status of the target.

-Level 1: Identifies a random negative status conditions on the target, as well as 'healthy' or 'unhealthy'. Healthy targets have more than 50% of their hit points, and unhealthy targets have less than 50% of their hit points.

-Level 2: Identifies all negative status conditions on the target, instead of a random one.

Avenging Revenant: Holly calls upon the spirits of those who wish to wreak unholy vengeance on a targeted enemy, granting them highly durable undead bodies to act through. The more people the target has brought about the death of, the more effective this spell is. This spell requires a patch of soil at least a cubic foot in volume per revenant called. Additional levels allow Holly to summon more and stronger revenants.

-Level 1: Holly summons a single revenant, which drags itself from the selected patch of earth. The revenant is a plant and a zombie. It has hit points equal to half Holly’s, and deals 1d6 + X damage when it attacks. X is Holly’s [syn] stat. The revenant cannot truly die; even if reduced to zero hit points it will revive itself as long as it can benefit from Holly’s Dryad Regeneration perk or another healing effect. However, it focuses on the being that killed or destroyed it in life to the exclusion of all else. Revenants summoned by this level of spell do not retain any of their abilities from life. This level of spell may only summon one revenant at a time. Each revenant has a single target that it must destroy at all costs. This target is whatever killed or brought about the destruction of the revenant in life. If a revenant’s intended target is slain or banished from this universe, the revenant will collapse into a pile of bone and woody stems. Otherwise, it can only be permanently destroyed if it is disintegrated entirely, its animating magic is removed somehow, or Holly dismisses it. This spell will fail if no spirits of the dead hate the intended target enough to return to kill them.

Edited by Zoe_Walker
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