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


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Status Effect Examples

  • Stun: The Afflicted may not take an action for an amount of turns. If a target has multiple actions per turn, being Stunned only removes one of those actions.
  • Poison DoT: The Afflicted takes damage each turn for a set amount of turns. If a target is immune to poison, it may transfer the status to an ally in contact with it.
  • Toxic DoT: The Afflicted takes damage each turn until cured. This lasts after combat ends.
  • Other DoT: The Afflicted takes damage each turn for a set amount of turns. It may have other effects.
  • Mesmerized: The Afflicted may not take an action for a set amount of turns. If the Afflicted is attacked, or Takes Active damage, the Status Ends, and they take their action as normal. If the target has multiple actions per turn, they are instead lowered down the initiative ladder.
  • Solidified: The Afflicted is turned into, or coated in a hard immutable substance, their RES is increased, but they may not act. Taking more than half their Max Health in damage while Solidified Executes them.
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These PCs have been approved but have not been added to the list.

[url=http://www.pokemonreborn.com/forum/index.php?showtopic=22875&page=2#entry578138]Halley[/url] (IntSys)
[url=http://www.pokemonreborn.com/forum/index.php?showtopic=22875&page=3#entry578736]Izumi Kurosawa[/url] (Empiricist)

Primaries appending approval.

Name: Jezrael, The Hand of St. Duma or "Jesse"

Age: 15

Gender: Male

Race: Angel

Sex: Testosterone over Estrogen

Appearance: Jesse appears to be a normal looking teenager wearing a high powered rifle rested on his back. Jesse stands 5'7 tall and has a thin athletically built frame. The demi-angel has a messy dirty blonde hair, blue sharp eyes, wears a printed shirt, a pair of comfy shorts and a pair of trendy chucks the humans of this earth use to wear.

Personality: Jesse's character is a bit childish and overcompetitive even in the smallest matters.He dislikes failure and easy gets frustrated when something doesn't go his way. He has a knack for solving problems and puzzles and can get serious when an occasion arise. Jesse likes to prove himself worthy by any means necessary. Other than that, He's quite friendly and easily to get along with.

Level: You start at level 1

EXP: Starts at 0. EXP will be awarded as players progress through objectives and defeat enemies.

Stats:

HP: 32

Ini: 3+1d20

Constitution: 1

Dexterity: 5+2

Intelligence: 4

Resistance: 1+2

Strength: 2

Synergy: 1

Complexity:

Perks:

Sniper's eye- Jesse's keen eyes lets him see beyond the normal eye: +1 dex for each level.

Boom! Headshot: When Jesse attacks, -1 res of enemy before dealing dmg and (2*dex) chance to deal 2x with his attacks.

Your lethal guardian angel: Whenever an ally is being attacked and that ally =< 50% health and is near this unit. Jesse deals 50% of his dmg to that attacking enemy. This move goes first.

The angel without wings(flaw): Mounted enemies deal 2x more damage to Jesse.

Actions:

Basic Attack: Snipe -> Jesse fires a gunshot from his rifle dealing damage.

Basic Defense: Astral Shift.

Description: Do you believe in the holy ghost? Well, see for yourself.

Effect: Has a 2*dex chance to evade an attack

Phantom Bullet:

Description: Convert his bullet into Ghost property, Jesse's bullet can bypass his target and hits the very core of its mortal soul and jumps to another.

Effect: Jesse's attack damages all enemies(1d6+dex/2) and has 2*dex chance to inflict Curse. Affected units cannot be healed for 1 turn. If that unit regens during this effect is active, it deals damage instead. 2 turn cd.

Shhhhhhhhhhhh! Silence!

Description: Oh you got shot by my bullet? how are you gonna express your pain when i've taken your ability to speak?

Effect: Jesse fires ghost bullet that cripples his target use their action skills for 1 turn, deals (1d6+dex+int) to an enemy. 3 turn cd.

Level 2: deal (1d8+dex+int), cannot be evaded.

Ghost walk

Description: Did you feel that? Did I send shivers to your spine?

Effect: Jesse goes into his ghost form and marches towards a certain spot, this grants Jesse zero-collision with other units or any terrain and move speed boost. This also allows him to inflict confusion (2*dex chance vs enemy's Cons) to enemy unit he passes. 35% chance to hit themselves with their own attack, last 1 turn. He gains +2 dex until the start of his next turn. 3 turn cd

Level 2: Additional effect: Enemy suffers -5 res buff for 2 turns

Silent Predator of the Night

Description: Night time is my time.

Effect: Passive: Whenever it's Nighttime or fog of war is active, Jesse predator-like instinct kicks in. He gains extra abilities to help him hunt down his unsuspecting prey in the dark:

-Reduce Ghost walk's cooldown by 1

-All of Jesse's attacks are multiplied by 1.3x

Equipment:

Name: Azrael's rifle

Description: A sniping rifle wielded by the angel of death!? now you're just making that up.

Type: Weapon

Damage: 1d6+Dex

Minimum Stats: 2 Str

STR Penalty: 3

SYN Threshold/Bonus: N/A

Special Qualities: 1.4xdmg against demon races

(Requires 15 int) 20% chance of reducing enemies res by -4

Name: Halo

Description: Angel stereotypes

Type: Bauble

RES Bonus:

Minimum Stats:

STR Penalty: 1

SYN Threshold/Bonus: N/A

Special Qualities: +1 dex, +1 int

Name: Brynhild t-shirt

Description: I got it on sale in the angel's convention last year.

Type: Armor

RES Bonus: +2 RES

Minimum Stats:

STR Penalty:

SYN Threshold/Bonus: N/A

Special Qualities: + 1 cons on each 2 levels, bound

Items:

A duffle bag, a bible and a sandwich

Name: Venus Tireur

Age: 24

Gender: Male

Race: Human

Sex: Male

Appearance: Wears an elegant opera mask in dark attire usually hidden under his thick poncho/cloak. His hair is gelled well and slicked back and he has a distinct cologne wavering around him, resembling that of the scent of a rose.

Personality: Refined, elegant, mannerly and formal. He speaks in a way only he uses (think: EG Yoda twisting adjective/subject and me when I am being formal/archaic) and is French. Sometimes shows Shakespearean demeanor and has an obsession with anything beautiful and the number four. A professional artist in his work, he thinks that everything can be beautiful if he is capable of refining it, but lacks malicious intent.

Level:1

EXP: 0/0

HP: 32/32

Init: 3+ 1d20

Stats:

Constitution: 1

Resistance: 1

Dexterity: 4

Intelligence: 4

Strength: 0

Synergy: 4

Complexity:

Equipment:

Name: Whisper

Description: A signature gun fashioned in his image that can be upgraded the more he levels up. Much like a show of a work of art, it depicts his fashions that everything has a start and end and must be endeavoured to fulfil its perfect beauty.

Type: Weapon

Damage: 1d4 + current SYN

Minimum Stats: SYN 4. The minimum increases by +4 as Whisper is upgraded via his bauble.

Weight: 0

SYN Threshold/Bonus: SYN 4. The minimum increases by +4 as Whisper is upgraded via his bauble.[/size]

Special Qualities:

Perfection Comes in Fours:

Bound-

Perfection Comes in Fours: Whisper grants Venus with 1 DEX and 1 SYN every 4 levels.

Name: Artistes Attire

Description: A mix of a black cloak and a poncho with elegant garbs underneath, and a full embroidered, smiling face mask.

Type: Armor

Res Bonus: +1

Minimum Stats: 4

Weight: 1

STR Penalty:

SYN Threshold/Bonus: N/A

Name: Rose

Description: A carmine, etched diamond compatible with Whisper that Venus usually adorns in the front of his cloak.

Type: Bauble

Damage: N/A

Minimum Stats: N/A

Weight: N/A

STR Penalty: N/A

SYN Threshold/Bonus: N/A

Special Qualities: Grants Venus +1 bonus damage.

Perks:

Quaternary Art: Venus passively gains a progressive 1 + 1 per 4 SYN bonus damage on his abilities on each successive round, stacking even if he uses a non-damaging ability. The damage increase resets after the inactive turn. If Venus fails to defeat his target during this time, Quaternary Art will not trigger after the inactive turn.

Artistic Precision: Venus ignores resistance by his SYN divided by 4.

Every Moment Matters: Venus gains a *0.2 chance for his Basic Attacks to critically strike for double damage.

Flaw:

Preparation: Since being artistic and making masterpieces takes time to prepare and recover, Venus is rendered inactive every fifth consecutive turn (after taking four turns of action).

Actions:

Act 1:

Basic Attack: Artful Flourish. Fires a shot from Whisper, dealing damage.

Basic Defense: Reinforced Cloak. Abasic movement meant to reduce incoming damage by 50% after other reductions.[/size]

Four Times the Charm: Passively, Venus fourth damaging basic attack always critically strikes and deals bonus damage equal to + 4 + 1 per 4 SYN bonus health. If his fourth move is a non Basic Attack action, he instead deals 140% of its damage.

At an Arms Length: Venus launches a long-distance shot that heals him for 4 +1 per 4 SYN HP.

Captive Audience: Venus throws a blooming flower grenade at a target that explodes only on the next round, dealing SYN + INT + DEX/2 damage to all enemies in the area.

Dance For Me: Venus drives his target into an encore, causing it to repeat its most recently used Action on the subsequent turn.

Curtain Call: Venus fires a shot that ignores 2 +1 per 4 SYN resistance. If Venus defeats his target with this move, he gains +1 +1 per 4 SYN damage.

Inventory:

A rose that he keeps in his right pocket that he uses in emergency to supply his rose petals, as well as a pen and sketchbook.

Name: Alexandria, Primus Councillor

Age: Ask and regret. For extra doom, also ask about her weight.

Gender: Female

Race: Android

Sex: Doesnt 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 didnt 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, its 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 Alexandrias 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 weapons 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: Alexandrias 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: Alexandrias 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, Alexandrias HL system can produce defensive barriers from solidified photons.

Type: Bauble (bound)

Minimum Stats: NA

Weight: 2

SYN Threshold/Bonus: -

Special Qualities:

Integrated System: Alexandrias 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.

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

Perks:

Deliberation (Flaw): Alexandrias 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: Alexandrias 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: Alexandrias 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: Generates a single hexagon of hard-light that reduces the damage dealt by all attacks that hit it by 50% before other reductions are in place. Alexandria cannot use damaging actions while the barrier is active.

-Level 2: Adds a second hexagon to the barrier, allowing Alexandria to cover a single teammate so that they benefit from the barrier's protection as well. teammates cannot attack through the barrier either, but are well-protected by it.

-Level 3: Adds a third hexagon to the barrier, so that Alexandria can cover herself and two teammates.

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, forcing an [int] check opposed by her [int]. 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: Alexandrias 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 1d12 + [int] damage to anything standing within a line extending straight out from the cannon barrel. On the third turn, she dumps waste heat, and returns her arm to its previous configuration. Using this action near somebody who isnt resistant to heat will probably cause them to take half the damage that the plasma cannon dealt to whoever it hit, because the weapon releases a lot of heat into whatever atmosphere it is used in. This hits party members and enemies at the GM's discretion.

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

Targeting Laser: Alexandria uses her point defense systems to highlight an enemy with a laser, causing her allies to deal increased damage to that target. Additional levels increase bonus damage, laser damage, and the number of attacks that can benefit from the bonus damage.

-Level 1: The targeted enemy takes 1 damage from the laser. The next attack to strike the targeted enemy before Alexandria's next turn deals an extra 1d6 damage.

Name: Eon

Age: "As old as the stars"

Gender: Male

Race: Space Dragon

Sex: Male

Appearance: "Myself? I am a space dragon, my body the color of space itself. This of course, also counts for its contents, the stars and planets and such. Though due to my magical nature, my body tends to have a purpleish-blue hue. I believe that's the term that some of the terrarians used to describe me. As for my length, those who have seen me describe me as being 10 meters in length...or something. None of these terms really carry over, I just use whichever system was the simplest. I also have a chestplate-like device I use to house my catalysts. One of the sentients from a rather advanced world designed it for me one day, and its been quite nice and durable. As such, I keep it."

Personality: "I like to consider myself one of the calmer denizens of the universe, all things considered. Millennia spent watching civilizations rise and fall constantly tends to lead into my kind becoming more arrogant. Though in the end, most of them ended up being captured or killed by doing something silly, so I've made it a habit to note the capabilities of all creatures. Though I am a calmer dragon than one might expect, I am not a fan of those who are weak-minded or weak-willed. Individuals who's minds and wills can be easily swayed or altered have rarely been of interest to me. And, for anything else, I handle it case by case. Trying to generalize when your scope is the universe itself...well, I've seen it end badly for some, and I won't be one of them."

Level: 1

EXP: 0

HP:33

Init:

Stats:

Constitution:2

Resistance: 2(+2)

Dexterity: 0

Intelligence: 4

Strength: 3

Synergy: 3

Complexity:

Equipment:

Name: Orb of Infinity

Description: A catalyst that Eon himself created to harness some of the

power he possesses. Formed by merging a collapsed star with one that is constantly born,

a singularity is created within the orb-like structure that contains it.

Type: Weapon

Damage: 1d6 + INT

Minimum Stats: 3 SYN

Special Qualities"

-Bound

Name: Grand Aegis- Photon Barrier

Description:

Type: Armor

Armor:2+1/2Level

Minimum Stats:3 SYN

STR Penalty: 7

SYN Threshold/Bonus: 15 SYN [+2 STR] 20 SYN [+2 INT]

Special Qualities"

-Adds +1 RES per 2 levels against magic based attacks

Name: Celenova

Description: A book of records Eon has compiled over millenia.

Type: Bauble

SYN Threshold/Bonus: 15 INT[burn on attacks] 20 INT[Rends enemy RES:-2 per action attack (stackable)(lasts 2 tunrs)]

Special Qualities"

-Bound

-Records of the Universe: "This book of mine records all that I encounter, and everything about what I encounter. It's come in handy a few times." After encountering/battling an enemy, records its data into the Celenova for future reference.

Perks:

Stable Mind: "When you've seen some of the things I've seen, things just don't bother you as much as they used to it seems." Immunity to mental statuses

Always Learning: "What? You think a Space Dragon doesn't take the time to learn new things?" +1 INT/level

Actions:

Basic Attack: Starfire: Eon breathes out a burst of cosmic energy, dealing damage

Basic Defense: Phase Shift: Eon phases himself partially into a different space, negating half of the incoming damage

Gravity Field: Using his catalyst, creates a zone of highly intensified gravity. Any enemy inside the field who fails the opposed check (CON +1d20 vs INT +1d20) is stunned for one turn. (CD 8 turns)

-Level 2: CD of 7 turns

-Level 3: Opposed check value for Eon is 1.3INT + 1d20

Gaze of Oblivion: Using his powers, Eon attempts to warp the enemy's mind. If the enemy fails the opposed check (CON +1d20 vs INT +1d20) they become Panicked. In this state, the enemy afflicted cannot target two units selected by Eon. Lasts for 2 turns. (CD 3 turns) (Single target)

Constellar Rain: Eon crushes a star and scatters its remains onto a group of enemies, dealing INT damage.

Mastery of Gravity: "Weight is simply an effect of gravity. As such, I, being a dragon who can control such forces, could naturally change something's weight with no trouble at all" -1 to weight penalties per level. Passive.

Inventory: Some assortment of currency from multiple worlds

Edited by Empiricist
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Ragnar:

Silent Predator is more of a perk, and there's going to be enough times where "night" is ambiguous enough that I'm noping this.

I'm wondering why his t-shirt is bound. It's not an actual issue, but be aware that bound is more negative than positive, and also represents equipment that it's normally impossible to remove.

Take the RES subtraction off of your critical strike perk.

I am not a huge fan of his guardian angel perk, but as of right now it looks passable. . . Put a bound on the number of times it can proc per turn.

Everything else on the sheet looks OK, though I'd prefer your basic defense was more standard.

Noir:

I'm seeing a lot of bonuses stacked, but they're not multiplicative, so they look okay for now. You're good to go; you'll be worked in after this encounter.

Zoe_Walker:

Much better. I'd prefer that your equipment didn't grant Actions, though.

HL barrier scales a bit too well. It needs to have some sort of further limitations on it; 50% persistent damage cut on multiple allies is -really- strong.

Attract Attention can be buffed in one of two ways: you can remove the opposed check and just have it work, or keep the opposed check and have the number of enemies targeted at once scale up.

Plasma Cannon can just be an AoE. With that much windup and backswing you can buff the damage a bit, but please don't put friendly fire onto your sheet.

Zetaark:

Already discussed. He's in next time characters are introduced.

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So there's two things i could do this round either blast the two almost dead ones with magic arrow and use my last two cartridges(for this fight) and most likely kill them(min damage from that would be 14) or blast Shadow beast D with all of it and take a big chunk out of its health.

which do you guys think is the better move.

also because i think Murdoc missed it the last time i asked. Would if be okay to change Valkyrie Breaker to have an additional turn to charge if i don't have 3 cartridges to use?(i wouldn't apply that tell after this battle if so...and i probably will take your advice and remove one dice and have the attack scale of SYN after seeing how battles work now.)

Edited by rustytengo
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Isn't Shhhhh! Silence! skill a bit... strong for something that automatically applies a flat "cannot use actions for a turn"? It does a D6 but it scales off two stats in DEX and INT. LI gues sit's a bit different since Snow's is a stun but it only does SYN damage and also has to force a check. Dunno, jsut feel it benefitting from two scalings is a bit much seeing as how much I had to gimp my abilites for such and mine don't auto apply the status even.

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Isn't Shhhhh! Silence! skill a bit... strong for something that automatically applies a flat "cannot use actions for a turn"? It does a D6 but it scales off two stats in DEX and INT. LI gues sit's a bit different since Snow's is a stun but it only does SYN damage and also has to force a check. Dunno, jsut feel it benefitting from two scalings is a bit much seeing as how much I had to gimp my abilites for such and mine don't auto apply the status even.

I'm interpreting it as "disables non-basic actions." So it's not a full stun, and rest assured plenty of things are going to hurt you regardless of whether they're silenced or not.

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Okay... finally made a character, but I don't know how he'll go because he's my first character in this kind of format ever, and I personally think he's really complex and hard to manage...

Name: Visrii Lutheim
Age: 24
Gender: Male
Race: Human
Sex: Male
Appearance:
With medium, bleeding-red hair, Visrii is of a light build and is shorter than most other humans.
His eyes are a sharp, piercing hazel, and has a small beard he attempts to cut off every now and then with a dagger.
His skin is light, like most others, but his arms are most often covered in red scars and blood stains as a result of him bursting his capillaries whenever he strains himself in battle.
He is strictly a battlemage, carrying with him a ashwood staff-halberd.
Affixed to one end he carries a roughly-hewn crystal, used to channel his arcane attacks. Its hue is normally a brilliant yellow, aligned to lightning. On the other side, a large, halberd blade is fixed, a slash/stab weapon that he uses in combination with his arcane attacks for close combat.
His default clothing is his leather armour and brown cloak, upon which a rune faintly glows in the dark. An unkempt leather belt is wrapped around his torso, the utility dagger hanging on its hilt. He is never seen without his favourite cloak, and although he acknowledges that his cloak sometimes gets in the way of battle, he declares it is his 'fashion statement' and will never take it off. His tenacious attachment for this article of clothing make many to wonder if there is some hidden meaning behind it.
Personality:
Always down for a battle, Visrii is a sarcastic snarker who often passes off as arrogant and cynical, a grin permanently stitched to his face.
In face of hardship and great odds, he will joke around and create retorts that is foolhardy and dangerous, though many times he uses this as a tactic to taunt the enemy enough for bait-and-switch tactics he often employs. However, when he meets a friend, he greets them in the most welcoming tone, and will be a loyal companion to the end; though he picks his friends very selectively, and does not forgive any kind of betrayal.
In exchange for his outright hostile attitute towards many people and disregard for formalities and diplomacy, he is incredibly perceptive. He is able to pick apart several details in his surroundings, especially when there is reward involved in his search.
In reality, the sarcastic attributes hides a broken core. As a highly moralistic man, grown up into a privilleged nobility, he realised what his despotic family is doing to the lower classes. Murder, torture and all kinds of horrid things that Visrii disapproved of. Finally, his limit broke when his own family conspired to murder his mother, whom was getting in their way of their terrifying grasp of power. After several days of contemplation, he commits regicide, massacring the entire family before disappearing from the public eye. Now he works as a small-time sellsword working for trade caravans, saying nothing about who he was and what he had done. But his dreams are constantly haunted by his actions and it is this that checks him from becoming anything more than lead a miserable existence.
Level: 1
EXP: 0
HP: 33
Init: 4 + d20
Stats:
Constitution: 2
Resistance: 0 +(2 MAG RES)
Dexterity: 5
Intelligence: 2
Strength: 2
Synergy: 4
Complexity: ?
Equipment:
Name: Climax
Description: Staff-halberd hybrid, Visrii's signature weapon that he used to commit his first murder. Upon its shaft, the words 'Fatum Iustrum Stultorum' is engraved.
Type: Weapon
Damage: 2d4 + SYN Ranged, 1d6 + DEX Melee
Minimum Stats: 2 STR and 4 SYN
STR Penalty: 2
SYN Threshold/Bonus: 10 SYN [+1 damage], 20 SYN [+2 damage], 30 SYN [+3 damage]
Special Attributes:
Bound - This equipment is bound to this character's abilities in some way. It cannot be permanently lost, but cannot be upgraded outside of special circumstances.
Fate of All Fools - This weapon deals 25% more damage to an enemy under status conditions.
Name: Armoured Robe
Description: A lightweight leather armour covered with a runic robe, the robe glows gently in the dark.
Type: Armour
Armour: 2 RES
Minimum Stats: 2 STR
STR Penalty: 3
Special Attribute:
Aegis Rune - +2 Magic RES
Name: Crownbreaker's Mark
Description: A necklace that Visrii secretly wears, it was the crown jewel of his royality, now stripped of its former glory.
Type: Bauble
Special Qualities:
Bound - This equipment is bound to this character's abilities in some way. It cannot be permanetly lost, but cannot be upgraded outside of special circumstances.
Perks:
Royal Training - As a child, Visrii was forced into a routine of endless battle training (+1 Dex every level)
Tenacious - When under pressure, Visrii has renewed strength to fight on to the death. (When under 25% health, gain 25% buff to both RES and DEX)
Coupe de Grace - Visrii has vowed to end suffering of his foes quickly, whether they like it or not. (Against enemies with less than 50% health, deal 50% more damage)
First Sin (Flaw) - Despite his facade, the echoes of his murder still haunts him to this day (After every kill he deals 50% less damage for his next two attacks).
Actions:
Basic Attack (Bolt)- Visrii charges his staff and fires off a simple bolt from his crystal.
Basic Defence (Parry)- Visrii deflects the impact away from himself with the shaft of his staff, reducing half the damage taken.
Sharp Sweep (Level 1)- Visrii swipes a target with his halberd, dealing 2d4+DEX damage, bypasses RES by 50%.
Level 2 (Riposte) - Deal 1.5 damage to the target when 'Parry' was used on a previous turn.
Level 3 (Disable) - Targets deal 10% less damage on their next attack.
Profaned Storm (Level 1)- Visrii summons a chaotic storm of lighting around him, damaging all that it contacts for SYN. Target up to 5. 2 turn cooldown.
Level 2 (Energy Shield) - Enemies who attack Visrii on the same turn takes 1d6 more damage.
Scathing Remarks (Level 1) - Visrii shouts insults against their opponent, making them make more mistakes. Enemies affected takes 10% more damage from all sources for 2 turns. Can only have one enemy taunted.
Level 2 (Superiority) - Visrii deals 20% damage more to affected enemy.
Inventory -
Dagger (non-combat)
Spare coin
Sunlight Medallion
Edited by AGuyPassingThrough
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Quick thing. I don't think you can have 37 HP with only 2 CON, and unless I missed something, none of your equipment grants you extra HP.

Also, make sure to show whether your actions have been upgraded. Maybe put the later levels which you don't have in parentheses?

Also, I can't figure out how much damage the Profaned Storm does.

Edited by Strider
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also that Staff/Halberd thing needs either a serious boost in weight penalty or some type of cursed quality to offset both that damage rate and the enchantments. As it stands, it's literally got Offensive Power that rivals and perhaps surpasses (Esp with the battlestaff quality) Hiroki's Main Cannon and Aurora's Rad. Shard, but with no starting penalty at all attached to it. And I'm fairly certain just making it bound is not enough to balance a weapon.

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How about these tweaks then?

Alexadria's plasma cannon damage becomes a straight, universal AOE, sort of generally melting whatever you point it at. Its damage (at level 2) increases to 3d12+int. The charge time and cooling time are unchanged.

She loses her Targeting Laser action. Her HL Generator bauble now provides both immunity to and inability to apply hacking-based status without a hardline connection using a Faraday cage effect.

Her Attract Attention action now automatically draws fire.

Her HL Barrier ability now provides (at level 3) a [res] buff equal to 3 times her level while active. At its current level, it can cover 1 additional person at a time, letting them benefit from the [res] buff, and once per round negates the non-damage effects of an action that strikes it.

Wait, Visrii (a character I saw somebody else submit) has 4 level 3 actions? That costs 16 AP. Where's he getting it all? Don't level 10 characters start with 10 AP? Also, that staff seems a bit too good. It could probably use a drawback, or lower starting damage. 3d6 + stat is a lot of damage per action for something you can spam. And FYI the GM doesn't like skills that are capable of friendly fire. I already got one nixed.

Edited by Zoe_Walker
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So yeah, How about if i replace Jesse's 4th skill with this? is this op or passable enough?



Specter's Mark

Effect: Jesse marks his enemy and gains status 'Leech' for 1 turn. Free Action, 3 cd.

Leech: whenever this unit is attacked and got damaged by it. Heal (1d3) to that attacker's HP.


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That actually seems a bit meh for something that only lasts for one round; maybe make it 1d6? Or make it last two rounds? Since there's no real guarantee that anyone will target the enemy that you have just marked.

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Edited my character a little and nerfed the staff a bit. I still have no grasp on what's overpowered and what's not, so please give me a heads up about my character!

- Nerfed Climax damage from 2d6 Ranged to 2d4 Ranged and from 1d10 Melee to 1d6 Melee.

- Nerfed Battle Staff attribute from 1d6 to 1d4

- Added damage stat for Profaned Storm as 1d10 + SYN

- Changed Staggering Sweep scaling from DEX+10% to flat 10%.

Edited by AGuyPassingThrough
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FYI, this system doesn't distinguish between close and ranged combat. Also, you still have too many skills on Visrii. A level 1 skill costs 2 action points, and leveling a skill up costs 1. We each get 10 action points. You have 4 level 3 skills, which requires 16 action points.

I get that you want your character to be awesome. If you look at my first entry in this forum, you can see that my first draft of Alexandria is stupidly, hilariously overpowered. It's actually kind of funny in hindsight. But you're going to have to choose some skills to drop levels from. Also, with the listed weights of his gear, he's going to take -4 on pretty much all damage rolls and checks because he's got a 1 strength and a 5 weight item. Carry weight stat =/= dump stat unless you're travelling very light.

Also, I heard we need people who can cure wounds. If you could see that healing skill of his being a targeted effect instead of caster only, that would really help us all.

Ugh, giving Alexandria the 'repair effects only' flaw may have been a mistake. It fits the flavor perfectly and excuses a fair bit of strong abilities, but healing restrictions are always a pain to work around. It was bad enough playing a mummy in a D&D game that one time, and the cleric could learn spells to heal undead. I sure hope we have a mechanic in the party who can patch me up after encounters, because if I take enough damage I'll have trouble doing it myself.

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Edmund Cooper (Strider) is a Military Engineer, though he currently lacks any repair effects. However, Murdoc has stated in Discord (not sure if this was stated in-thread) that under normal circumstances, everyone is restored to full health after a battle, so being repaired in-between encounters won't be too much of a problem normally.

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Nerfed my character further, doing couple of changes in many areas.

Stats

- STR stat now 2, INT stat now 2.

- STR Penalty for staff is now 2.

- STR Penalty for robe is now 3.

Perks

- Changed Purposeful Repose to Tenacity

- Tenacity gives 2 RES and 2 DEX rather than 4 RES

- Removed Sunlight Heal skill entirely

- Removed Lv3 skill tier of Taunt

- Removed Lv3 skill tier of Profaned Storm

- Changed Precision upgrade effect to accuracy increase

Again, please point out if this character is overpowered/underpowered! I still don't have grasp of the power scaling on this (mind you, I have never done this kind of thing before) so if you can help me it would be appreciated! :D

Edited by AGuyPassingThrough
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#AGuyPassingThrough

Complexity is a GM determined Stat; you don't have to have separate stats for melee and ranged attacks because range is abstracted; Profane storm doesn't need a 25℅ miss chance because attacks are autohit by default, and 1d10+SYN is pretty high; especially when you can target up to five enemies, and that whole attack can target allies thing? It's a bad idea; nobody likes the idea of getting stabbed in the back; also you have two AOE actions; what is the damage formula for the first AOE attack anyway?

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#AGuyPassingThrough

Complexity is a GM determined Stat; you don't have to have separate stats for melee and ranged attacks because range is abstracted; Profane storm doesn't need a 25℅ miss chance because attacks are autohit by default, and 1d10+SYN is pretty high; especially when you can target up to five enemies, and that whole attack can target allies thing? It's a bad idea; nobody likes the idea of getting stabbed in the back; also you have two AOE actions; what is the damage formula for the first AOE attack anyway?

Ohh, everything is autohit? I set its dmg output quite high because of its chance of missing.

I'll tweak the abilities a bit now, see how it goes.

- Reworked all skills.

Edited by AGuyPassingThrough
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So, remember when I existed? yeah probably not, but I remade my old character anyways.

Now with 0% less numbers and 98% more fluff.

Would be nice if I could title spoilers.

Also would be nice if I could be less stressed, but we can't all get what we want, and I'm feeling okay about this game at the very least.

Name: It That Embraces; (epithets eventually!)
Age: ???
Gender: Female
Race: Avatar (and possibly Fetich Soul) of She Who Was – First And Last Of Her World, The Eternal Mother, etc.
Sex: Not even remotely applicable
Appearance: At her core, It That Embraces is a tall, curvaceous humanoid of the feminine persuasion. Her body is more than a little variable, but her general proportions and shape remains the same. She or it certainly can't be called human: the featureless, practically glowing white skin (not actually glowing, but it doesn't need light to be seen either) makes that clear enough, and she always feel somehow more real than the rest of the world. She has no mouth, however, nor any facial features save for up to – though not always – fourteen remarkably normal looking eyes, scattered about the front of her face. And, of course, she has her sheets of silken black hair, cascades of jet rolling down her back all the way to her legs; just as black as her skin is white. While she has six arms, they sometimes disappear and reappear as they rotate through the local dimensions, not unlike how her eyes appear and disappear. Only her body and hair remain constant throughout it all, no matter what dimension you look at her from... even if they do tend to scale to whoever she's interacting with.

[bACKSTORY THING]

"In the beginning was nothingness and everythingness. Zero and infinity. Everything was the same, and nothing existed at all, a featureless, endless sea that was dead and yet never born. Then ripples formed on the sea, and ripples gave rise to distinctions, and One such distinction gave rise to She Who Was, She who declared [i AM]."

"She Who Was gave birth to servants and citizens, daughters and sons, all of whom gave birth to more and who congregated in the warmth of their mother's body, seeking refuge against the sea of nothingness and everythingness. And the citizens were at peace with one another, under the guidance of their world-mother."

"But the seas of indistinction were jealous of what had been wrought by She Who Was, and though they had no mind, they nonetheless sought to destroy, and they gave birth to all-devouring spawn and their spawn descended upon her and sought her demise. And the false-life of infinity battled against the oneness, uniformity against distinction."

"And She Who Was fought against the spawn of nothingness, but She was merely One against the endless sea, and She was struck down, doomed to unlife, eternally drowning in the Sea of Infinity. Yet Her body formed a bulwark against the sea, and Her denizens lived on; they saw that She had been wounded, and they prayed and prostrated themselves and struggled to mend the walls of their vessel, fought on where She could not."

"And She saw, in Her unlife, that Her children continued to struggle, and resolved that She would not abandon them, that She would become One of Many who continued to struggle against the Spawn. Thus, as seven hundred thousand cycles of sleep and wakefulness came to pass, the denizens of She Who Was heard the voice of their goddess once more. [i AM], she declared, but they could not find Her, for she still did not truly live- only her soul carried onwards, searching for those who might stand besides Her children where She had failed, those who would protect Her children from the Sea and the Spawn that slowly weathered away the rock of Her body."

Personality: [Loneliness. Sorrow. Frustration. Limited.]

Level: 1
EXP: Starts at 0. EXP will be awarded as players progress through objectives and defeat enemies.

HP: 33/33
Init: Equal to your DEX score + 1d20 rolled at the start of each combat. Determines the order people move in.

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

Complexity:

Perks:


Beyond Life and Death: Those concepts, and the states between them, hold little meaning for the Avatar of She Who Was, a person who's closer to a singularity or a window into another reality than a biological entity. Damage done to her is not apparent, no matter how much she takes. Even when she's reduced to 0 HP, although she is taken out of the fight, she suffers no permanent Injuries, and her unconscious state is less 'properly KO'd' and more 'an especially sedentary form of sleepwalking'. Still, manifesting herself is not effortless, and the strains of battle do add up: if she builds up enough 'Injuries', she pops out of existence as reality reasserts itself. Unlike most people, she can recover from this. Eventually.

Regeneration: This character heals very quickly, regaining 10% HP at the end of each of their turns. It's literally the example perk what more do you want

Reality-Shaping Protection: It That Embraces already bends the world in her passing, so it is little surprise that she exploits this warping to keep herself and her charges safe, using the very laws of reality as a form of armor. 2% * Syn damage reduction on all incoming attacks.

Knives in the Hands of Giants: It That Embraces is out of step with this reality, or perhaps just out of touch, an image of something infinitely greater projected onto a much shallower plane of existence. While dimensional oddities might allow for interesting non-Euclidean movement patterns, there is one major drawback: just as humans are dimensionally 'thin' to her, physical equipment is too 'thin' for her to properly grasp or use. In essence, she can't use conventional equipment at all.


Actions:

Basic Attack: Crushing Grasp: It That Embraces is not especially suited for attacks. Though She Who Was wielded shield and spear against the Spawn, the soft hands of a mother are ill suited for direct confrontation. Nonetheless, when pressed, the Avatar is capable of fighting by the simple expedient of wrapping her metaphysical hands around an opponent and squeezing the life out of them. Due to the aforementioned metaphysicality of the aforementioned hands, she uses her Synergy statistic to attack despite doing Physical damage; otherwise, it is little different from anyone else punching someone in the face. (From across the room. Don't think about it too much.)

Level 0: Basic physical attack using Synergy. 1d6+Syn.

Basic Defense: World Shell: She Who Was may be no longer alive, but Her body remains structurally sound. The outer skin exposed to the Sea of Indistinction has had millennia to adapt and survive against the very fabric of reality seeking to dissolve it into a featureless slurry. It That Embraces does not have quite this level of defense, but if she holds relatively still, she can channel a sliver of that impossible durability.

– Level 0: 50% damage reduction this turn.

Army-Rallying Benediction(2): She Who Was knows that One alone cannot bear eternal guardianship. It That Embraces is uniquely adept at turning the disorganized Many and pulling them into a valiant whole, at pouring raw inspiration upon her allies to keep them together and adept even in the midst of the harshest of struggles.

Level 1: Full party microheal: Syn/2

Level 2: Full party more-heal: Syn

Level 3: Full party more-heal (Synergy), and increases everyone's next number/roll by Synergy/2

Manyfold Soothing Embrace(3): As One who struggled for Her own life to the bitter end, She Who Was is sympathetic to the pleas of the children and [thin things] who struggle onwards. It That Embraces manifests this sympathy through her namesake Embrace – a comforting touch somehow more than real that wraps around an ally no matter where they might be, mending wounds of body and spirit alike. As for how she is also able to heal herself in this fashion: the Eternal Mother moves in mysterious ways.

– Level 1: Heals a single target. 1d4+Synergy

– Level 2: Heals-more a single target. 1d4 + 1.5(Syn)

– Level 3: Heals-more a single target ( 1d4 + 1.5(Syn) ), and blocks or removes a single debuff.

Self-Sacrificing Shield (2): Even in death, She Who Was continues to protect Her children, and It That Embraces has resolved to never abandon those she stands by, even if that means shielding them with her own body. After all, [thin things] are so much more frail than her. As such, It That Embraces can and will extend the protection of her World Shell with ease and without hesitation, even warping the fabric of space itself such that attacks passing through certain areas always end up striking directly at her and leave her allies intact.

– Level 2: As Basic Defense, but intercepts all attacks on a single party member. (And all attacks on herself.) (1 turn cooldown)

Edited by Twei
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