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


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It's a very convenient plot device that allows us to make sure that Visrii doesn't accidentally wander into the wrong place and set fire to everything.

But seriously; at this point it's getting a bit ridiculous how easily he faints, maybe you should work on that a bit, it's not exactly great for character development isn't it?

 

Also Ragnar, I don't think that the Shadow Beast's auto revive ability are tied to their ability to speak or use non basic actions, that and there was only about three of them attacking the group, the actual mob was composed of the smoller, even wimpier, non elite mook Heartless.

 

I think at this point we are all just glad that the whole Freeform battle thing seems like it will end soon; since about half of the group didn't even bother to post.

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Spoiler

Name: Wyvis Ivenson, Warrior of the Sun
Age: 22
Gender: Male
Race: Human
Sex: Female
Class: Reaver Paladin
 
Appearance: 
Long, silver hair tied into a ponytail. Emerald eyes and complexion is quite white and fine. He is very tall and lean, and very handsome in a gender neutral way.
Wyvis wears striking red plate armor without sleeves and a claw-like gauntlet, wielding a silver Great Glaive in battle.
His right arm contains a single, long scar whenever he uses his own blood in battle, but most of the time he uses the enemy blood to power his magic.
 
Personality: 
"There is always the sun somewhere in the world. Wyvis seemed to believe that 'somewhere' was always in his heart."
Can be summarised with 'sunny'. Compassionate and loves to hang out with friends, he is very sociable and feels strength in teamwork.
Wyvis is quite idealistic and believes in listening to everyone, though he often dozes off in conversations dealing with highly technical matters.
He can be rather clumsy, dropping things and somehow disassembling mechanisms by accident, but overall he is a very skilled guard.
He prefers tight fitting clothes, and his voice is husky, and so no-one suspects his biological sex.
 
Backstory
"Wyvis, the lone pilgrim that had braved the Dark of man and found the Light."
From birth he had been branded an outsider. Coming from a family of Reavers, his ability with blood manipulation was highly feared.
Despite frequent mob-slaughter of already oppressed Reavers, Wyvis was told to believe, no matter what, the better side of things.
His reputation as a powerful protector and his sociability allowed him, despite his Reaver status, to be part of the Sunshine Guard in Nivinuxis, a highly respected knight.
Wyvis, Melina and Visrii have all been well acquainted since before Binding.
 
 
Level: 3
EXP: 0
HP: 51
Init: 2 + d20
 
 
Stats:
 
Constitution: 3 
Resistance: 2 + 7
Dexterity: 2
Intelligence: 5+2
Strength: 9+2
Synergy: 0
Complexity: 
 

Equipment:
 
Name: Oath
Description: A custom Great Glaive, fitted with a great titanite blade sharp enough to slice through bone. Its steelwood shaft bears the words 'Pro Candorem' in gold lettering.
Type: Weapon
Damage: 4d5 + STR Melee
Minimum Stats: 1 STR 
STR Penalty: 8
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.
Oath - Grants Level/2 STR.

 

Name: Reaver Armour
Description: Different to most knight armours, this armour is sleeveless for Wyvis to use his own blood if need-be.
Type: Armour
Armour Rating - 6
STR Penalty - 8
Special Attributes:
Aegis Rune - Grants Level/2 RES
 
Name: Blessed Medallion
Description: A medallion given to all Guards, it shines with the candescence of the sun.
Type: Bauble
Special Qualities:
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.
Blessed - Grants Level/2 INT

[Healing Medallion, 5 INT] - This medallion adds d6 to all heal rolls from this character.

 

Perks:
Reaver's Might - A Reaver's innate ability to make their target bleed is greatly feared throughout the lands of Stravaga. (Every time Wyvis attacks, Wyvis gains [Damage] amount of blood. After it reaches Lvl*30, Wyvis is guaranteed a critical strike next time he attacks. The critical strike uses up all Blood and does not gather any Blood. Maximum Blood gatherable is [Lvl*30])
Guard Training - Wyvis, along with other Guardsmen has received special training that stays with him. (+1 STR every level)
Jolly Cooperator - As a Sunshine Guard, Wyvis has learned the strength of team synergy. (All buffs/heals from Wyvis gain 1.5x effectivity)
Tainted Blood (Flaw)- As all Reavers are, they are cursed to fear the wrath of the heavens. Wyvis, despite his status, is no exception. (Take double damage from Lightning-type attacks) 

 

Actions:

Basic Attack (Sweep) - Wyvis attacks his enemies with a sweep from his glaive.
Basic Block (Phalanx)- Wyvis increases his guard with a Phalanx Spell
 
Bloody Strike - Attack an enemy with a blood-letting strike, dealing basic damage and gaining extra [Damage/2] blood. 2 turn cooldown.
Level 2 - Damage raised to 1.25[Basic Damage] 


Power Bond - Powers up one ally, giving them a boost in their main attacking stat and RES for INT/2 for 2 turns. 4 turn cooldown.
 
Blood Heal - Gathers the blood inside the field and single heal for 1d6+INT or group heal up to 3 for INT. 2 turn cooldown.
Level 3 - Additionally raise RES by INT/3 to all targets for 1 turn

 

Crimson Power (Free Action) - Increase efficiency of abilities with the power of blood. Use the stored blood to power up an action's damage or efficiency by [Blood/Max Blood]%. 3 turn cooldown

Level 2 - Additionally increase target RES by INT/2 for 1 turn when Blood/Max Blood ratio was over 1/2

 

Harvest - Share the power of blood among the group, giving them Reaver Strength buff for 2 turns. Can target 2 people. 4 turn cooldown. (Same as Reaver's Might perk, but with [Damage/2]. Blood is given to Wyvis.)

Level 2 - Increase duration to 3 turns


Inventory:
Medicinal herbs
Bandages
Sunshine Guard's Prayer Stone

 

Battle Theme: Knight and Executioner Remix
Character Theme: Majula Remix 

A new warrior appears!

 

Edited by PigeonOfAstora
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Posting my Shadowrun subplot pitch here since Murdoc said we could, I am pitching it for the first round of subplots, which will happen just after the tutorial/prologue in the KH universe.

 

Seattle by Sundown:

 

 


the year is 2053, and everything is not fine, a pointy eared red haired fixer asks you to perform the impossible, to break into an Aztechnology arcology, and destroy any and all data, or items relating to a certain especially bloody and disturbing experiment the Azzies have been performing, except for a single artifact, the ancient book that started it all, he wants you to bring that to him.

 

Inside of this four to eight player subplot, you will find Heavily armed guards, gibbering monstrosities, silent and patient monstrosities, suspiciously lifelike stone statues with chunks taken out of them that we swear isn't connected to the previous two things, Painful-Painful blood magic, a cave that is present, has always been, and can never exist, and perhaps even laughter and facepainting.
 

 

Now imagine my saltyness over not being able to play this myself.

 

Confirmed players:

 

Theodore (S34N1C)

Visrii Loottime (AGuyPassingThrough)

Edmond (Strider03)

Alexandria (Zoe_Walker)
 
 

 

Edited by Cronos5010
Literally added Alexandria
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Psymund Deathdealer WIP

Spoiler

Name: Psymund Deathdealer
Age: 35
Gender: Male
Race: Hylotl
Sex: Male
Appearance: A Three eyed fish man with protruding fins, this grey and blue alien wears a black cowboy hat with gold trim, a purple lantern on a stick adorns his back, on his body, a very classy leather coat and fine black cotton pants, ending in perfectly polished dress boots.
Personality: Generous and greedy, and odd combination, this entrepreneur is happy to sell weapons to anyone at dirt cheap prices, of course, the best of the best he keeps for himself, those, he tacks a much steeper price on.

Level: 2
EXP: 100

HP: Equal to 30+Level*(CON+Level). If your health reaches 0, you're taken out of combat, possibly with lasting injury.
Init: Dex+1d20

Stats: You get 14 points to spend to start. Each stat is capped at a value equal to 1.5*Level + 5, and you gain 4 stat points per level by default.
Constitution: 4
Dexterity: 3
Intelligence: 6
Resistance: 0
Strength: 2
Synergy: 3

Complexity:

Perks: Perks are powerful bonuses unique or mostly unique to a character, differentiating them from the rest and often defining part of their nature. They can take many forms, from scaling stat boosts to summonable minions (or representing that one character is actually a pair) to bonus actions and more. Use your imagination; if you can put it into numbers, it can probably be a perk. Each character starts with two perks, and gains an additional perk every 5 levels. One more perk can be 'bought' with a Flaw; essentially a negative Perk. A flaw represents an innate weakness, such as a vulnerability to a certain kind of damage.
 

Perk: "That Dirty Hooker Stole My Wallet": Grants the user the Ultracorp Flagship, The "That Dirty Hooker Stole My Wallet", A fine vessel mostly converted to a space station, it has shops and commerce, a Powerful Erichus Drive, and is also the Home and respawn point of the CEO of Ultracorp, Psymund Seashot, known to the world as Psymund Deathdealer, the Anti-Hylotl.  Dying and Respawning Causes Psymund to lose 4 AP Worth of Gear.

 

Perk: Tech Station: Permanently Enables the ability to add Int Based bonuses he has encountered to armor he crafts or upgrades, so long as he meets the criteria for using it when crafting. (Encountering one allows him to draw from it through the Ship's Tech Station, which records it on contact)

 

Perk: The Greatest Warmonger: The user can spawn a mech intended for 2 people to control based on the two people chosen in battle using advanced 3D Printing Software and Dimensional Distortion Technology reverse engineered from the Cultivator itself. both characters are considered to be equipped with the Mech as a piece of armor, which runs out of power at the end of battle, rendering it inoperable. 1 Plot Cooldown.

 

The Good Captain(Flaw): Psymund is Constantly tailed by the Good Captain Cannabis, a Revenge driven Apex who can appear at any time using his Illegal Teleporter Matrix, Flooding areas with magma or poison, blowing things up, or providing deadly help to his enemies. The GM can add Captain Cannabis's Killer Drone or Traps laid by him to an encounter where Psymund is expected to frequent. The Killer Drone hard focuses Psymund, and can have other effects tacked onto it if the GM chooses.


Equipment: Each character starts with one weapon, one piece of armor, and one bauble. (By default, you have slots for one weapon, two pieces of armor, and three baubles.) You get three special qualities to assign to your equipment however you wish. Equipment should be formatted as such:

 

Name: Aegisalt Armor
Description: A full set of armor made of Aegisalt, a Green Material known for it's energy-based properties.
Type: Armor
Armor: +1 RES
Minimum Stats: 3 Syn, 3 Int.
Weight: 0
SYN Threshold/Bonus:

10 Syn: +5 Syn

20 Syn: +5 Syn, +5 Str

INT Threshold/Bonus:

5 Int: Air Hike, The user may increase their Dodge Chance by 10% Instead of taking an action for one turn, by using air jets to propel the user's body as though they had jumped. This can be used while otherwise incapacitated.

6 Int: Gravity Bubble Tech Enabled, The user may increase their Dodge Chance by 10% while taking an action, The user flies while this is active.

7 Int: Blink Tech Enabled, The user may Negate All Damage for one turn instead of taking an action, They are stunned after using this for one turn, and aggro nearby enemies with the flash.

8 Int: Morphball Tech Enabled, The user may transform into a small sphere at will, their basic attack is replaced with a 1d10 damage bomb, and they can use it on themselves to grant themselves +5 Dex instead of taking an action.  No other actions aside from Tech may be taken while in Morphball form.

Special Qualities: +2 Syn.

 

 

Name: Psymund's Gunkata Collection
Description: A set of 4 Weapons that Psymund holds dearly, 2 Cluster Grenade Launchers, and 2 Human Made Uzi Sub-machine Guns.
Type: Weapon
Damage: 1d12/2d2+Syn/Dex
Minimum Stats: 3 Dex
Weight: 2
Special Qualities:

-This weapon can make two attacks in a turn, in return for discarding the user's next action.

-This weapon can make 2 types of attack, Cluster Grenade and Uzi, Which deal their respective damages.  The Grenade Launchers each have a 1 turn Cooldown when used.  Using both in an attack makes the cooldown only begin after the user's discarded action is over.

 

 

Name: Personal Shield Generator
Description: A piece of Tech which projects a skintight barrier of energy.
Type: Armor
Armor: +5 RES
Minimum Stats: 0
Weight: 0
Syn Threshold/Bonus:

10 Syn: +5 RES

15 Syn: +10 RES

Int Threshold/Bonus:

6 Int: Railrider Tech: The user can create an energy harness that can latch onto cables, rails, or rods, allowing them to traverse them.

7 Int: Railgrinder Tech: The user can create energy rollers on their feet that latch onto cables, rails, or rods, allowing them to traverse them.
Special Qualities:

Surplus: The Shield Generator has it's own onboard Fusion Generator, granting +1 Syn

 

 

Name: Energy Monofoil Rapier
Description: An Ornate Rapier Handle, equipped with a fine solid energy generator which creates an energy blade thinner than a single molecule.
Type: Weapon
Damage: 1d6+Syn:
Minimum Stats: 4 Syn
Weight: 0
Int Threshold/Bonus:

10 Int: Pulsar Thrust: The user fires a pulsar rail beam from the weapon, disabling it for 3 turns and removing a defensive status or buff from the target, and negating a defensive action.
Special Qualities:

Quickdraw: This weapon can be equipped as a free action, equipping the weapon the user previously had with it's ergonomic design.

 

 

Name: Matter Manipulator
Description: A High Tech Omnitool capable of matter rearrangement and management, it can mine, compress, and place almost anything.
Type: Bauble
Minimum Stats: 4 Syn
Weight: 0
Int Threshold/Bonus:

8: Enable Pigment Manipulation

10: Enable Liquid Collection.

15: Enable Technology Manipulation and Hacking
Special Qualities:

While Equipped, the user may, as a free action, begin to rearrange matter, place stored matter, make relevant craft checks, or mine a substance.


Actions: You will take one (possibly more, with buffs) action per turn in combat. Actions can be active or passive, and are your primary means of resolving combat. An action is typically an attack or a buff/debuff of some variety, with some kind of special quality attached. You get 10 AP to start, and +2 per level; a new action costs 2 AP, while leveling an existing one costs 1. Leveling an action should increase its power or utility slightly without fundamentally changing it; basics cannot be leveled. Action level is capped at 2 levels higher than your own.
Basic Attack: One of two actions possessed by all characters; this is simply attacking with your weapon or some other basic fighting technique, and it deals either your weapon's damage or a value based on your primary attacking attribute if you do not use a weapon.
Basic Defense: A basic movement meant to reduce incoming damage by 50% after other reductions.

 

Basic Attack: Gunkata: Deal Weapon Damage.

 

Basic Defense: Personal Shield: The user reduces damage taken this turn by 50%

 

Level 1 Psymund's Gunkata Collection: Grants the user one "Psymund's Gunkata Collection" Weapon.

Level 2: Grenades!: Upgrades Psymund's Gunkata Collection with a set of Grenade Launchers.

 

Level 1 Shield Generator: Grants the user one Personal Shield Generator.

Level 2: Surplus: the Shield Generator is equipped with it's own Fusion Generator

 

Level 1 Energy Monofoil Rapier: Grants the user one Energy Monofoil Rapier.

 

Level 1 Matter Manipulator: Grants the user one Matter Manipulator.

 

Level 1 Tungsten Carbide Blocks: Grants the User a sum of Tungsten Carbide Blocks.


Inventory:

Name: Tungsten Carbide Blocks:
Description: Blocks of Tungsten Carbide, usable with a matter manipulator or some other form of managing Tons of High density metal, Each 1/2 Square Meter Block has 5 Health and 10 RES, when multiple are used in a structure, their health is Additive.  A player may spend one turn to hide behind a Tungsten Carbide Structure, directing attacks to the structure and preventing them from using melee attacks until they come out from behind it.
Type: Consumable
Special Qualities: These items when used to create a structure have 10 RES and 5 Health.  Using multiple of this item at once results in an Additive health value.  A person may spend one turn to hide behind or in a structure, preventing them from using Melee Attacks while hiding, and redirecting incoming attacks to the structure.

The Good Captain Cannabis's Killer Drone

Spoiler

Name: Cannabis's Killer Drone
Age: Version 1.0
Gender: Attack Drone
Race: Attack Drone
Sex: Attack Drone
Appearance: A Pale Blue Humanoid drone with Jet Rockets and a Weapons Battery, it's polished armor plates, weaponry, and mobility make it a threat to be reckoned with.
Personality: It only desires the death of Psymund Deathdealer, the one who has defeated his master and ruined his plans to terrorize the Endless Stars' Sector.

Level: 2
EXP: 100

HP: 42
Init: Equal to your DEX score + 1d20 rolled at the start of each combat. Determines the order people move in.

Stats: You get 14 points to spend to start. Each stat is capped at a value equal to 1.5*Level + 5, and you gain 4 stat points per level by default.
Constitution: 4
Dexterity: 0
Intelligence: 0
Resistance: 4+5
Strength: 2
Synergy: 4
 

 


Actions:

 

Basic Attack: MultiMachineGun Barrage: Deal 2d6 Damage to Psymund Seashot.

 

Basic Defense: Hyper Jet Rockets: Avoid All Damage this turn at a 50% Chance.


Level 1: Multi Rocket Pod: Deal 4d6 Damage to Psymund Seashot, 4 Turn Cooldown.

 

Level 1: Wreck Shit: Attack a Fixed Structure made by Psymund, Destroying it. 5 Turn Cooldown.

 

Level 1: Sunder: Disable one of Psymund's Items for 3 Turns, 6 Turn Cooldown.

 

Level 1: Combat Repairs: Restore 2d6 Health to CKD once per battle.

 

Level 1: Combat Chassis: +5 RES.

 

Level 1: Cannabis's Dirty Trick: GM DETERMINED


Inventory:

 

Edited by Hal Henderics
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Finally finished. Everything you see and read has been approve by Murdoc aka Adamance Ascendant (which is why the complexity has been filled)

 


Name: Leon Vermillion
Age: 18
Gender: Male
Race: Human
Sex: male
Class: sword user


Appearance: dark brown spiky hair white skinned guy, wear black long coat, long black pants, a blue ribbon tied on his right arm with his twin saber strapped on his back


Personality: Leon is a lazy but capable fighter, he never liked fighting seriously, until he really being pushed to do so or his opponent remind him of the enjoyment of a fight. Leon can be seen as "lol I don't care about you" guy, but he does that because he doesn't want anyone hurt because of him and is actually care about the people he label as friend. He's quite nice to people, but depending on his mood he can be quite a troll and annoying. He always wanted to be a snarker, but never been able to make a comeback or such. Since he already been in combat for awhile, he will always speak casually as if nothing happen. His rule when hired to to kill: "If that person deserve to die, then I'll kill him, but if not? You're dead"

Backstory: Leon is a capable sword user and Mercenary, he love dual wielding everything that he could dual wield (sword, gun, you name it) he even tried to dual wield rifles which he failed miserably. He also wanted to try sword and gun combo but never tried to do them... reason? Too lazy to learn. Personal life, well, Leon have someone he cared, but he decide to leave her for a reason he would rather not stated. He dislike his past very much and never liked to talk about it. He was summoned to defend the multiverse on his dream. Feeling he doesn't have a choice, Leon join in the battle that would decide the fate of Multiverse.
 
Level: 2
EXP: 0

HP: 40
Init: 8+1d20
 
Stats:
Constitution: 3
Resistance: 3
Dexterity: 8
Intelligence: 0
Strength: 4
Synergy: 0
Complexity: 6

 

Equipment: 
Name: Twin Shadow
Description: Leon's two identical and single edged black sabers. A weapon made for Leon by his friend which made from a rare material on his universe. It is strapped on his back.
Type: weapon
Damage: 1d12+DEX
Minimum Stats: 1 STR
Weight: 4 str
SYN Threshold/Bonus: 4 SYN (+1DEX), 8 SYN (+2DEX)
Special Qualities: 
Dual Wielding Master: Deal +STR/2 to all of Leon's damage

 

Leon's long coat
Description: a black long coat, that's very durable, easy to wear and doesn't hinder the user movement. Leon's favorite clothing
Type: armor
Armor: 2 RES
Minimum Stats:
Weight: 1 str
SYN Threshold/Bonus:
Special Qualities: 
Light armor: +3 to Leon's INIT

 

Name: Blue Ribbon
Description: a blue ribbon that Leon tie on his right arm. Why he do that?
Type: bauble
Damage: -
Minimum Stats: -
Weight: 1
SYN Threshold/Bonus:
Special Qualities: 
Promise to become stronger: for every two level up, +1 STR


 
Perks:
-I'm faster than you: DEX increase by 30% when health drop to 50% or lower

-Aim to be the fastest: gain +1 DEX per level

-Black Saber's Nightmare: Grant the user Nightmare Slasher
 

-(Flaw) Frightful Memories: Anything that reminds Leon of his past failure will lower his will to fight. When hit with mental attack it will stun him for one turn


Actions: 
Basic attack: Saber Slash: the usual slash from saber which doing normal weapon damage 

Basic defense: Saber Block: Leon block an attack with both of his saber

 

Special:

Flash Help: Leon will take his ally with him for easy moving around, to give his other ally a support or letting some other character attack first. A single ally in a lower Init bracket than Leon will have Leon's init for this round, Leon cannot use any other actions cooldown 3

 

Field Blitz: Leon will slash 3 different opponent in flash, without them noticing it. An Aoe attack that deal 1d6+DEX and hit close 3 enemy at the same time. Cooldown 2 turn
Lvl 2: damage become 1d6+1.25DEX

 

Receive and Return: Leon sometimes believe that defense is the best offense, and therefore mostly wait his enemy to attack first, blocking their attack before finally flash step to their back and slash them. reduce damage to self by 50% and damage the enemy by 2d8+STR. cooldown 3 turn. Fail if no one targeting him
Lvl 2: raise damage to 2d8+1.25STR

 

In a Flash: a quick one time use of Zero Flash, Leon will use it to get behind one of his opponent in a blink of an eye, and then slash them. An attack that will always go first and deal 2d12+DEX. Cooldown: 2 turn

 

Nightmare Slasher (perk based attack): Leon dash to one his opponent and quickly slash them many times. Deal 1d6+2DEX+2STR, cooldown:4 
Level 2: 1d6+3DEX+2STR
Level 3: 1d6+3DEX+3STR


Inventory:
Golden Locket: a locket that Leon carry on his pocket.

guess that's it

oh and thank to everyone whom I asked, for some of the input!

Edited by LeonVermillion
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It's more of him holding back, to prolong the fight

I think it balance a bit

Because of Weapon's special quality. Increase damage based on his current level (guess my wording on the special quality is very weird and confusing)

so every damage will always go "his level+action"

ex

his level+1d12

his level+1d12+STR

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