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


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New secondary character up for review, please ignore the old secondary char.

Spoiler

Name: Richard Atton

Age: 34

Gender/Sex: Male/Male

Race: Caucasian Human

Appearance: An average looking man of European descent, wearing a highly visible gleaming white military outfit jacket, with several cross shaped medals decorating it’s right side, and two silver stars on both epaulets, his dresss pants are equally white, and the only thing not colored white on his outfit are his black combat boots, his chestnut hair is kept short and neat, to fit underneath his nice hat.

 


Personality: Richard believes in the principle of the right tools for the right job, and he believes even more in his god, the lord himself, but rather fortunately he is quite a tolerant person, and is willing to overlook some…ahem, quirks as long as the individual seems competent enough for the job, although there are some limits, can’t go running around with an army of bunny eared lawyers eh? Richard’s long career in the military has bled into his personality, and he is quite disappointed at those who can’t snap awake at 5 in the morning, but the thing is, at worst he will be quite passive aggressive about it, as he prefers to help uplift and encourage others in order to maximize their usefulness.

 

Level: 5 (effective 7)

 

HP: 93

Init: +14

Craft Tokens left: (11 used out of 13)
7 Spent on starting equipment
3 granted for completing latest battle.

1 spent on failed attempt at upgrading Gunner

1 spent on mixed attempt at upgrading Banner of the Tenth Regiment.

1 spent on making M1 Garands exist again.

+3 from the fates battles.

1 spent on learning Fortunate Son

1 spent on improving the half track's armor

 

Stats:

Constitution: 9

Dexterity: 8

Intelligence: 15 (8+7)

Strength: 3

Synergy: 2

 

Half-track:
HP: 52

Stats: 7

Actions: Gunner, Combat Engineer, Armor Plating, .50 cal.

4 DR vs Piercing, Slashing, & Bludgeoning damage.

 

Perks:

 

M9 Half-track:

Atton enters combat with a Half-track that has HP equal to [Int*LVL]/2, it comes crewed as needed, and has half as many (rounded up) action slots as Atton.  The Half-track can be loaded with actions or equipment from Atton or his allies(where applicable). Atton may spend his turn acting or commanding the Half-track, if the Half-track doesn’t receive orders it automatically takes the “Defend” action.  The Half-track shares the same Init as Atton, effects that modify its Init instead modify Atton’s. Actions and equipment being used by the Half-track are inaccessible until the end of combat if the Half-track is destroyed. The Half-track’s base stats are equal to Atton’s level across the board, plus any bonuses from equipment it might be using.  The Half-track reappears fully repaired any time the party would get a full HP restore.

 

The Endless pursuit of Perfection: +1 Int per level.

 

Inspirational Speechwork: Richard is able to use the action “Never Give up!”

 

Proper Goddamn Food: The standard C and K Rations that Atton’s crew have had the displeasure of consuming for most of their military career are so fucking terrible, that the mere prospect of being able to survive long enough to return to base and eat a proper meal is enough to drive Atton and his crew to new heights. Atton's Level is considered 1.3x its normal value for the purpose of calculating everything but his AP and CT pools.

 

(Flaw) No Plan survives first contact with the enemy: Richard is unwilling (or more likely unable) to use any support actions in the first round of combat, this includes using his basic defense, or any action that does not involve attacking and the first support action used has an additional round of cooldown.

 

 

Actions: 19/19

Slots:

Atton: 7

Half-track: 4

 

(Perk Backed) Never Give Up!: “Richard stands upon the highest platform he could find, and raises his silver sword in such a way that catches the light, golden wings appear and Richard appears to be wearing a golden horned helmet for just a few moments, this causes anyone watching to suddenly feel inspired”

Current: Heals 1d4+[Int]+[LVL] health to the entire group and removes one ailment, three round cooldown
Level 1: Heals [Int]+[LVL] health to the entire group, four round cooldown

Level 2: Healing increased to 1d4+[Int]+[LVL].

Level 3: This ability now has a three round cooldown.

Level 4: Now also removes one ailment from each ally.

 

Battle Plans: “Richard analyzes the current situation and formulates a cunning plan, one that is so cunning that it has recently managed to become the professor of cunning studies in Harvard”

Current: Boost the stat of choice of two targets by [LVL] for two rounds and reduces a cooldown of the targets’ choices by one, two round cooldown.

Level 1: Boost the stat of choice of one target by [LVL] for two rounds, two round cooldown.
Level 2: Increases the amount of targets by one

Level 3: Now also reduces a cooldown of the target’s choice by one.

 

.50 Cal: Atton orders the squad’s gunner to man the M2 Browning and open fire on the enemy’s position.

Level 1: Deals 2d6+[Dex] damage to one target or 1d6+[Dex]/2 to three targets, only usable when equipped by the Half-track or Atton is in a stationary defensive position (Such as the one created by his Entrenchment action), one round cooldown.

 

Entrenchment: Atton orders some of his squad to quickly dig an entrenched position...complete with a bunch of sandbags to form a chest high wall.
Current: Create a trench large enough for two allies.

Level 1: An ally can choose to enter this trench as a free action, causing them to gain a 30% damage reduction against ranged attacks until they perform a non ranged action.

Level 2: The entrenchment is now large enough for two allies.

(Alternatively just a 30% damage reduction against ranged attacks that lasts until the

target use a non ranged action.)
 

Forward March!: “Richard attempts to convince a friendly target that they can, and will move faster than they usually would by using a short speech”
Current: Increase the Init of two targets by [Int]/2.

Level 1: Increase the Init of one target by [Int]/2.

Level 2: Increase the number of affected targets by one.

 

That, is naught but a flesh wound: “Richard converses at length about how the friendly target can power through an injury that is affecting them”

Current: Restore 1d4+[Int] HP to one target and cure one ailment.
Level 1: Restore 1d4+[Int] HP to one target.

Level 2: Now also cures one ailment.

Level 3: Increase the number of affected targets by one.

 

Equipment/Tricks:

Banner of the 10th Regiment: A rather minimalistic banner depicting a symbol of a golden winged white cross and the words ‘10th Regiment’ written in stark white placed on a dark blue background that is held aloft on a sturdy metal pole. The sight of the banner flying freely (and a constant stream of motivational sayings) motivates Atton and his crew to move and act even faster.
Current: +6 Init

Level 1: Boost Init by 3 points.

Level 2: Init boost improved to +6.

Level 3: A megaphone attached to the top of the banner grants Atton an additional +3 boost to initiative....if he spends a turn to activate it that is, as he decided to place the mouthpiece at the top of the banner for some inexplicable reason.
 

Combat Engineer: Specialist James Doherty is an almost constantly overworked Scottish man who prides himself in his ability to allow the squad’s M9 Half Track take a bigger load of punishment than it is used to without falling apart.
Current: 4 points of repair regen each round.

Level 1: Grants 3 repair healing to the user at the start of each round while equipped.

Level 2: +1 Regen each round.

 

Gunner: Private Jesus Kaltenbrunner is a textbook example of how not all Germans who fought in world war 2 were evil, or misled by patriotism and promises of racial superiority into fighting for the Axis forces, as some of them were Jewish, German expatriates, immigrants, or just decided that the Axis forces could go stuff themselves. Rather unfortunately he is also a terrible shot with any non fully automatic weapon...but he is improving somewhat.
Level 1: Increase damage dealt with ranged weapons by 3.

 

Armor Plating:

Current: +5 DR vs Piercing, Slashing, & Bludgeoning damage.

Level 1: Reduce incoming Piercing, Slashing, and Bludgeoning damage by 3 points, reduce user’s Init by 7-[Str], only usable by vehicles.

Level 2: Increase damage reduction by one point.

Craft Level 3: Synthetic adamantium has been alloyed with the pot metal armor of the Half track, allowing it to absorb kinetic energy and convert it to heat. Increases damage reduction and initiative reduction by 1.

 

M1 Garand: The standard issue firearm that pretty much every single WW2 American soldier on active duty has handled at some point in their life. It deals 1d4+Dex damage.

 

Fortunate Son:

Atton gets a +1 bonus to blessing objects, and can substitute his INT to do so where appropriate.

 

Symbol of Lumabella x1 - A holy item in the shape of a stylized bow in a beam of sunlight. Can be activated as a free action once per battle to cause the user's ally-targeting actions to remove a single debuff from allies for the round. If said action already removes debuffs, it will instead heal them by user SYN/2.

 

Inventory: An attache case containing a copy of St. Paul From the trenches, a silver cross amulet used as a holy symbol to ward off demons, a candle, 5 C-Rations, an arbitrarily large amount of clips for his pistol, a packet of cigars and a packet of matches.

 

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My Secondary

 

Kino Saginomiya, The Shepherdess of Lost Souls

 

 

 

 

 

 

Name: Kino Saginomiya

Age: Physically 16, in truth 36

Gender: Female

Race: Half Human, Half Spectre/Ghost.

Sex: Female

Appearance: Atypically dresses herself as a nun. garbed in withered, old ceremonial robes with their stark white hue stained with ages of ash and dirt, a heritage from her parents. She has blonde hair and violet eyes, often tied in a braid that runs down her shoulder. She wears an old, weathered friar on her head, and is barefoot.

Personality: Kino is represented by two personalities; one of her own, and one of her deceased sister’s, Enma’s. For the most part, Kino is a solemn and polite kuudere, usually phlegmatic and not showing much emotion, but is capable of feats of kindness, altruism, or compassion. Her sister, Enma, is a fun-loving, eccentric persona, being a mischievous, cunning and jubilant being, wanting more people to join her in her spiritual form, seeing death as "an adventure". Kino and Enma are two separate entities, and the two personalities can interact telepathically.

 

Perks:

 

The Debarred Eulogy: At any point during an encounter, Kino can summon several summoned units in the form of the condemned spirits she harbours within her, mainly the eldritch combination of her sister and their kindred in a single spiritual entity to fight by her side, granting powerful coordinative-based effects whenever the duo work together. Any given summoning causes her sister and her collected souls to be split from Kino’s physical form, costing a portion of Kino’s maximum health, but enabling immediate action in contrast to other summons. TLDR: Required perk for active summoning.

 

Remnant: The ravenous spirits of Kino’s kin take from the dead whatever remains they can find, be it body or soul, fueling their strength. Whenever an enemy is killed or dies during an encounter, Kino’s actions have their cooldown reduced by one and restore Kino’s (and Enma’s, if active) health by SYN. This effect can only happen once per turn.

 

Shepherdess: The given leader and last survivor of her kin, Kino is the one who commands and rallies her army of spirits to battle in unison. Kino’s non-summon damaging abilities gain +1 damage per summon active on the field, with Enma giving +2 damage instead unlike her other summons.

 

Cycle of Rebirth and Death: Kino’s spirits come in and out of her in a spiritual cycle. Whenever Kino’s summons dies, she recovers SYN/2 health, increased to SYN if Enma dies.

 

Flaws:

 

Unholy Covenant: Kino’s impure pact with her kin deters and rejects all forms of outside influence, even if beneficial. Kino and any of her summons only gain 20% of the maximum healing value from other allied units.

Stats:

Level: 5

Health: 90

INIT: 0

 

Strength: 0

Dexterity: 0

Intelligence: 9

Constitution: 12

Synergy: 9

 

Actions:

 

Defend: 50% damage reduction for a turn.

 

Revelation (Active)(2 AP)

Kino releases the amalgamation of her sister and her kindred’s souls from being bound by her physical form, summoning Enma onto the encounter until its very end, costing 25% of Kino’s maximum health.

Revelation cannot be summoned again upon Enma’s death until the next encounter.

 

Enma possesses the following qualities:

Base: Enma possesses a base of Level*CON health, and deals Kino’s 1d6 + INT as her basic attack damage. Enma will immediately die should Kino receive any fatal damage. Enma has +1 INIT over Kino in the initiative order and the two can target separate targets. Enma can attack a target immediately upon being summoned.

 

Pact of the Harrowing (Passive) (5 AP)

While Enma is active on the battlefield, Kino and her summoned kin share mutually beneficial bonus passive effects.

Base: Enma’s Basic Attack applies Entente of Malice onto her target, causing Kino’s next non-summoning damaging action against that target to consume the mark and deal INT/2 bonus damage. This passive effect has a 1 turn cooldown.

Level 2: Kino restores SYN/2 health to herself whenever Entente of Malice is triggered.

Level 3: Kino and Enma restore SYN/2 health respectively whenever Entente of Malice is triggered.

 

Voices of Resentment (2 AP)

This can only be used after Enma has been summoned.  Costing 5 health, Kino splits two individual wraiths and spirits from Enma to act as individual entities called Wraith Howlers. 4 turn cooldown.

 

Wraith Howlers have the qualities below:

Wraith Howlers have INT health and deal 1d6 as their basic attack damage. Wraith Members can attack immediately upon being summoned and share Kino’s INIT.

 

Burial Rites (Active) (3 AP)

Kino unleashes a necromantic blast after chanting her rites with her staff with intent to execute, inflicting 1d6 + INT damage to an enemy. If the targeted enemy is killed on the turn this action is performed, Kino restores health equal to the damage she dealt them.

Level 2: Burial Rites’ damage is increased to 2d6 + INT.

 

Debilitate (Active) (5 AP)

Kino commands a horde of her released spirits to surround and harass an enemy, dealing 3d6 + INT damage and causing the target to deal 10% less damage for two turns. Repetitive uses of Debilitate on the same target refresh the cooldown of the debuff. 4 turn cooldown.

Level 2: Debilitate’s debuff can be refreshed by the rest of Kino or Enma’s non-summoning damaging actions.

Level 3: Debilitate can be applied up to twice onto the same target, with the debuff stacking additively.

Level 4: Debilitate can be applied up to thrice onto the same target, with the debuff stacking additively.

 

Equipment: (3/7 tokens used)

Vial of Holy Water:
Kino and Enma permanently gain 1 bonus health per the amount of times Remnant was triggered in any given encounter, up to a maximum of 5 times, kept track by a counter (starting from 0 at current value.)
Level 2: Maximum threshold increased to 10 times.

Level 3: Maximum threshold increased to 15 times.

 

Current value: 0/15 bonus health.

 

Tricks:
 

Weaver of Cacophonies (Trick) (3 tokens)

Kino controls the hallowed screams of her vengeful kin, imbuing a particular allied attack from her summons or any other ally with a hallowed ghoul. The next attack inflicted by the empowered attack causes it to unleash a shrill scream, dealing 0.5 *INT bonus damage if it is from her summons, and dealing level bonus damage instead if it is an other ally.

Level 2: Summon bonus damage increased to 0.75* INT

Level 3: Summon bonus damage increased to INT.

 

 

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NPC Sheet: Marisa

 

Name: Marisa. Just Marisa. 
Age: Twenty-something? Maaaaybe thirty? Jumping between worlds with different calendars and such has left it a bit odd. Definitely older than she looks, though.
Gender: Female
Race: Human (Planeswalker.) Not part demon, actually, the eyes and hair are just an unusual quirk. 
Sex: A bit rude to ask a personal question like that, no? It's female, though. 


Appearance: A woman of moderate height and stunning proportions, almost as if she'd stepped out of a painting of an artist's ideal. Somewhat unusually, however, she possesses hair a bit past shoulder length of a darkish blue color that falls naturally in ringlets. Her eyes are similarly odd, being a color reminiscent of brass or perhaps a bright flame. Her standard outfit is a simple, but high quality black buttoned dress with a white blouse beneath. The dresses reaches to a bit above her ankles, and is mysteriously (or perhaps not so mysteriously) clean for the amount of running around she does. She also wears around a nearly stereotypical black witch's hat, with a pointed top and broad brim. She's got a number of cleverly hidden pockets about her person that are for holding various spell or alchemical components, and has usually got a grimoire or three on her with descriptions ranging from "appears to be bound in solid rock and chains" to "possibly written on human parchment and occasionally screams" to "a bright yellow and black cover with helpful, simple instructions." She's not particularly athletically built, but the adventurer's life means she's not a slouch either. 


Personality: A freewheeling mage who largely lives for the excitement of living. She's both intelligent and clever, if somewhat lacking in willpower. She's actually rather shy, but her choice of occupation and thirst for new experiences means this rarely holds her back from speaking with people. Her judgment can be questionable at times, a trait that tends to end up with her landing in somewhat uncomfortable situations - though she's talented enough to end up coming out of them relatively unscathed most of the time. Eventually. (Damn cops.) As someone who values their freedom above all else, the surest way to get her to step into a situation is to let her know that others are being enslaved or forced into something. 

Level: 4
EXP: 300

HP: 58
Init: +3

Stats: 22/22
Constitution: 3
Resistance: 0+4
Dexterity: 3
Intelligence: 8
Strength: 2
Synergy: 10+2

Complexity:

Equipment:

Name: Witch's Hat
Description: A black, broad-brimmed hat with a pointed top. Every self-respecting witch has one. 
Type: Armor
Bonus: +2 (+2)
Minimum Stats: N/A
Weight: 0
SYN Threshold/Bonus:

Warding Charm: Adds 1 point of res per 2 levels of the wearer.

 

Name: Accursed Grimoire
Description: A tome bound in a pale leather and made of a strange parchment. Is this human flesh. . .? 
Type: Weapon
Damage: 2d4+SYN (+1d4)
Minimum Stats: 5 SYN
Weight: 1
SYN Threshold/Bonus: Adds a d4 of damage for every 5 SYN the wielder has, starting at 10.

-Pact: at INT = 10, this user can sacrifice 10% of their maximum health to boost an offensive stat by 25% for the round. This effect may be activated at 5 INT, but cannot be turned off in that case.

Violent Magic: Has an INT% chance to inflict double damage. 

 

Name: Chained Grimoire
Description: A book that appears to be bound in rock and chained. Its pages are made of plain paper, though.
Type: Bauble
Minimum Stats: 4 INT
Weight: 2
INT Threshold/Bonus: Stoneflesh: At INT = 5, the wielder may put any number of points into their RES, deducted from their SYN, on their turn instead of attacking, until their next turn. Cannot drive SYN below 0. At INT=10, this effect can be sustained indefinitely without needing to use a turn to do so.

Arcane Study: +1 to SYN per two levels. 

Perks:
Demon Binding: Allows Marisa to summon demons to do her bidding. And also banish them. That's pretty important. All summons unless otherwise noted require an action to change their current order, but can have one issued on the summoning turn. A turn may be used to issue orders to any number of summons. Demons act simultaneously with Marisa. 

A Bit of Witchcraft: Gives Marisa a mana gauge. Her maximum mana equal her base INT*2, and her mana regeneration per turn is her current INT.


Actions: 1/16
Basic Attack - Magic Missile: Uses her currently equipped weapon to attack, or launches a basic magical offense to deal 1d4+SYN damage.

Basic Defense - Blade Ward: A cantrip that summons a ward for impeding incoming attacks. Halves incoming damage.

 

Summon Imps: A particularly pathetic kind of demon, easily cowed by power and widely considered to be infuriating. Summons 2 Imps with HP equal to Marisa's SYN and damage equal to half that value. Imps can be targeted by allies as well as enemies. An Imp drains half a point of mana per turn, for a minimum of 1. 

-Level 2: Summons three imps. 

 

Summon (Lesser) Balor: A powerful demon that is sometimes found leading a number of lesser demons. It has dark red skin, a flaming sword, and wings that appear to be made of coals, and is clad in plate armor of a reddish-black metal. This one is a bit less imposing than its kin, but is still a dangerous opponent. It has Health equal to (10+Marisa's SYN*2), has RES equal to her SYN/2, deals 1d8+SYN damage, and can Ignite something for SYN burning damage for 3 turns on a cooldown of the same length as commanded. can taunt an enemy for two turns. It can also Devour another summon to heal itself for that summon's HP. Costs 5 mana/turn to maintain. 

-Level 2 - Armored Demon: Increases this demon's RES value to SYN/2 (from SYN/3). 

-Level 3 - Demonic Challenge: Replaces Ignite with a one-turn, single-target taunt.

-Level 4 - Improved Challenge: Increases the duration of the Balor's challenge to 2 turns. 

 

Summon Chain Fiend: A shadowy demon with a vaguely humanoid form, appearing to be wrapped in infernal chains. The Chain Fiend has Health equal to Marisa's SYN, RES equal to her SYN, and does not inflict damage with its attacks; instead, it may Silence an opponent (SYN vs SYN, failure means losing nonbasic actions for the round,) or Bind them (SYN vs DEX, interrupts physical attacks for the next turn.) Costs 3 mana/turn to maintain.

-Level 2: Forged Chains - Increases the Fiend's RES by half of Marisa's INT.

 

Protection from Arrows: A useful defensive enchantment. Targets an ally or herself; the next three ranged attacks on them are reduced by Marisa's SYN. 2 turn cooldown. 

 

Eternity Beam: Costs at least 5 mana to cast. Opens a rift to the space between worlds, allowing the (extremely dangerous) energies there to pour out onto the battlefield. Deals 5SYN damage spread out among at minimum 3 targets (which is divided evenly among them. If there are fewer than three, it deals damage as if it was divided amongst three anyway.) Marisa may spend two points of mana to add another SYN/2 points of damage to the pool.

-Level 2 - Kaleidoscope: This energy is composed of countless components. It triggers all elemental weaknesses at half their normal value. Does not trigger weaknesses to physical damage types (e.g. slashing.)


Inventory: A number of alchemical components, a small book or three, and a wand for precise work.

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Round 1 subplots are starting soon!  If you want to have your character(s) in a round 1 subplot, now's the time to sign up.  There are currently 4 round one options:  Shadowrun, The Tenth God, Overwatch, and Jak and Daxter, but Shadowrun and TTG are almost full!  Sign up while there's still time!  Sign ups are on the master spreadsheet.  Get in contact with the GM asap.  I, Zoe_Walker/DragonRage, am running Overwatch.  Cronos/Hatchetman is running Shadowrun.  Hal Hendrics/Shadestyle is running Jak and Daxter.  And Nepgear/Kosherkitten is running TTG.

Edited by Zoe_Walker
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Technically the Shadowrun Subplot is full because I set it at 8 because I thought it wouldn't get much interest, and also because Murdoc yelled at me to increase it from 4, but yeah, hooray for having a full Subplot, also seriously guys, go to either Jax and Daxter or Overwatch, I am pretty sure that they aren't full.

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I find Theodore's constant lookout for drugs in the Shadowrun subplot to be odd to say the least, also he should totally change his character theme to wherever that "Smoke weed everyday" meme came from.

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He smokes weed recreationally, because it's legal where he's from. As for the other drugs, he fully planned on giving those to Mar to put in a grog. So, he's not actively searching for drugs, but if he finds some, he will probably try to take it. He only uses soft core drugs like weed and extacy. 

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THE HIVE!

Spoiler

Name: The Hive
Age: Indeterminable
Gender: Conglomerate (We, Us, Our, They)
Race: Sentient Bee-Like
Sex: Conglomerate
Appearance: A thick Cloud of what appear to be a variety bees, churning and swarming.
Personality: Social and curious. Quick to anger and, once agitated, they are hyper-aggressive. They communicate within the main hive body through pheromones and bee dancing. When communicating with others through chemical telepathy.

 

Level: 2
EXP: 100

 

HP: 44
Init: 8 + 1d20

 

Stats: 
Constitution: 5
Dexterity: 8
Intelligence: 3
Resistance: 0
Strength: 2
Synergy: 0

 

Complexity: 

 

 

Perks:

Invasive Species: The Hive can choose to participate in a plot but have the majority of itself at the castle. It seperates a portion of itself (Into a 'daughter swarm') to send into the plot's universe at the cost of HP. The parent swarm cannot gain more HP than is spent until after the plot is finished and/or the bees are returned to the castle. If the daughter swarm is damaged during the plot, and is on a planet where bees can be found, it regenerates 1d(Daughter swarm MHP) HP at the end of the plot. When the daughter swarm is returned to the Parent swarm, the leftover HP is added back to the Parent swarm's MHP, but can only add up to what was taken in the first place.

 

Harvest: The Hive may send a party of scouts that have (Plot HP/3) HP to any place within one mile to gather objects that have zero weight, gather small bits of vague information, or attack (Dex/2) enemies. Each party requires 1 HP. In scouting mode, it gives a +50% bonus to find items, enemies, and mechanisms.

 

Banzai Swarm: Enables 'Banzai Swarm' ability.

 


Flaw:

Foundation Poisoning: Poor care causes them to be extremely vulnerable to poisons, parasites, and toxins. Negative status effects don't go away until cured or healed.


Actions:

Basic Attack: Swarming: Deal weapon damage.


Basic Defense: Spread: Blocks 50% of damage.


Fly By Wire: Strength based melee weapon damage is changed to Dex for three turns. Four turn cooldown.

 

(Passive) Beeing Kind: Overheal dealt to this character can grant them up to (Con*Level) Temp HP.

 

(Passive) Float Like a Bee: The user has (90/current health) Dodge Chance.
Level 2: The user now has (10+(85/current health)) Dodge Chance.

 

Banzai Swarm: The Hive expends half of it's HP to deal ((Level*75)/(health spent)) damage to an enemy. 5 turn cooldown. Unlocked on turn five.
Level 2: When used, stun target for one turn due to the stings causing extreme pain.
Level 3: Cooldown lowered to three turns.
Level 4: When this skill is used, increase Dex by 50% as released pheromones released by the sting.

 

Inventory:

5x Jars of honey: Heal 2d6 health


Equipped Items: 

Name: Basic Hive
Description: An ordinary white wax beehive
Type: Armor
Armor: 0
Minimum Stats: [3 Con] [1 Str]
Weight: 2
SYN Threshold/Bonus: [3 Syn] +3 Res
[3 Int] The user gains 3 jars of honey at the end of each plot.

Special Qualities: +1 MHP per level while equipped.

 

Name: Attack Breed
Description: A special breed of bees designed to follow orders and attack quickly.
Type: Weapon
Damage: [1d6] + [Dex]
Minimum Stats: None
Weight: 0
SYN Threshold/Bonus: [10 Syn] Deal +10 damage
Special Qualities: +3 MHP when equipped to a bee swarm. Cannot be equipped to anybody who isn't able to control bees.

 

Name: Queen Bee's Retreat
Description: An open test tube with traces of chemical residue.
Type: Bauble
Weight: 0
Special Qualities: None

 

Edited by Novikov
Fixin' Things
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I'm not going to comment on whether The Hive is balanced or not.  It does seem to be a very cool character concept.  However, I do have a few words of advice.

 

You should specify that all these HP-spending moves require hit points equal to X% of your MHP.  If you actually reduce your MHP without a way to get it back, you are going to run out very fast.  Unless you want to permanently reduce MHP, in which case keep it all as is and know that you'll regularly cripple yourself.  Or make sure the party healers know that they need to focus you so you can actually do things.

 

The beehive's HP-increasing ability is a special quality.  Armor values are always resistance bonuses (and should be labelled as such).

 

It isn't ever specified what Banzai Swarm's level 1 does as written, only what it costs to activate.  As a perk-backed action with a huge HP cost, it should be doing something pretty impressive, though.

 

Attack Breed should probably have a quality that prohibits equipping by characters that aren't made of bees.

 

Anything that isn't a synergy threshold ability, damage stat, or resistance bonus on an item is automatically a special quality, and should be listed as such.

 

Invasive Species should be more specific and detailed in how exactly it works, probably.

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Spoiler

Name: The Bullet

Age: Unknown

Gender: Male

Race: Bullet

Sex: N/A

Appearance: A sentient bullet with arms, legs, and a face. Also wears a red cape around it’s base.

Personality: The Bullet is quite similar a child in his wishes to help others, however he understands grave stakes as good as any adult. He appears naive and innocent, attempting to help others when he gets the opportunity, but he rarely mentions his actual motives for doing so. He frowns upon fighting recklessly, and believes that it should only be done in times of great need.

 

He also hates people using guns.

 

Level: 2

EXP: 100

 

HP: 38

Init: 8+1d20

 

 

Stats:

Constitution: 2.

Dexterity: 8.

Intelligence: 2.

Resistance: 2.

Strength: 3. (5)

Synergy: 5.

 

Complexity:

 

Perks:

Live Ammo: The Bullet gains a DEX modifier of 1.5 whenever he is struck by a ranged attack. The effect lasts 2 turns, and doesn't stack.

Dodge Roll Technique: Grants action ‘Dodge Roll’

Hero Of Gun: Grants action ‘Enchanted Sword’.

 

Flaws:
Bullet Body: Because The Bullet is made of lead, and has lost his link to the Gungeon’s magic, he takes double fire damage.

 

Equipment:

 

Name: Blasphemy

Description: A hefty sword, enchanted with the power of ancients. When at full HP, it fires a magical sword-shaped bullet, but is otherwise limited to melee.

Type: Weapon

Damage: 1d8 + STR

Minimum Stats: 2 STR & 2 SYN.

Weight: 3.

SYN Threshold/Bonus: N/A.

Special Qualities:

Blessed: Blasphemy prevents The Bullet from equipping cursed items.

 

Name: Lead Jacket.

Description: The Bullet is made of metal, and thus doesn’t take as much damage as a flesh creature would.

Type: Armor

Resistance: +(3+(STR/3) Bonus.

Weight: 4.

SYN Threshold/Bonus: N/A

Special Qualities:

Bound: The Bullet can’t exactly take off it’s skin.

Lead Muscles: +2 STR.

 

Name: Blanks.

Description: Items spawned of The Gungeon’s magic. Now out of The Gungeon, they perform significantly worse, but can still be used to grant a bit of valuable cover. Can be consumed to nullify nearby enemy ranged attacks for one round, but can only be used twice per combat. Has a 25% chance to successfully nullify an attack.

Type: Bauble

Weight: 0.

SYN Threshold/Bonus: 1

Special Qualities:

Blanking: Grants action:

[Active] Fire Blank: Attempt to nullify enemy ranged attacks for one turn.Targets all enemies performing a ranged attack this turn who have not yet acted. 25% chance of success, can only be used twice per combat, and once per turn. 2 Turn cooldown. (Counts as a free action.)

 

Actions:

 

Basic Attack: Sword Swing/Attack: The Bullet slashes with Blasphemy in melee range, or attacks with whatever other weapon he currently has.

Basic Defense: Manoeuvre: The Bullet attempts to move out of the way of attacks.

 

[Active] Enchanted Sword: Fire a projectile that deals Basic Attack damage + (SYN*1.5). Can only be used at max HP. Projectiles have a 25% chance to pierce through one enemy and attack another one for 50% damage. No cooldown.

-Level 2: Projectiles have a 30% chance to pierce.

-Level 3: Damage is now BA damage + (SYN*1.75).

 

[Active] Dodge Roll: Dodge incoming attacks this turn. Dodge chance is 100/(No. of attacks currently focused on The Bullet). 3 Turn cooldown.

-Level 2: For each 2 attacks the Bullet dodges, he gains a 2-turn DEX bonus of 1.25*. If nobody attacks the Bullet when he uses Dodge Roll, it does not go on cooldown.

-Level 3: If nobody attacks the Bullet when he uses Dodge Roll, he instead launches an attack (Enchanted Sword if at max HP but Basic Attack otherwise).

 

[Passive] Primed Primer: If The Bullet moves last, he gains a DEX modifier of 1.2*.

-Level 2: Applies on last or second to last moves.

 

[Active] Powder Spray: Excrete gunpowder onto an enemy, causing them to take 1.5* damage on their next hit. 2 Turn cooldown.

-Level 2: Excrete gunpowder on two enemies.

 

[Passive] Quickdraw: The Bullet gains a 2*DEX bonus to damage with ranged attacks on the first turn of combat.

 

 

Inventory:

Ocarina: A dusty wooden wind instrument. Covered in scratch marks.

 

Here it is.

Edited by spümpkin
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I'm just going to note here, that I'm dropping this RP. I've on multiple occasions expressed my feelings on this matter so I doubt it's much of a surprise really, but I'm just not enjoying this RP. I can no longer really enjoy this in any capacity. I'm tired of the blatant and rampant disrespect to the GM, other players, their time etc... however I don't want this to be a rant.

As much as I like the ideas here, and how the systme works, I'm sorry but due to the circumstances I cannot enjoy myself in this RP. Every thing is a constant struggle, I find myself having to repeat myself all the time on matters that should be clear, and this RP is more work than it is enjoyment. I dread posting and prefer to put it off as long as possible and don't even want to open the threads anymore. So, it's about time I cut my losses. Because this RP is jsut sucking my energy away and giving me nothing worthwhile in return.

Thanks for the oppertunity, and I suppose, I'll see y'all around for now. Hukuna Sensei, Out. Toodles~

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Spoiler

 

Name: Prince Royger Downer
Age: 25
Gender: Male
Race: Human
Sex: Male
Appearance: A fat, plumpy bloke with blue eyes and ginger hair sticking under a heavy crown on his head. His cheeks are red and stuffed constantly with some sort of food. Wears a thick red cape and gauntlets/greaves. He's 1.7 m tall and 108 kg in weight.
Personality: A cocky bastard who just wants to gourge himself all day. Expects everyone to throw themselves in the face of danger for and instead of him.

 

Level: 2
EXP: 100

 

HP: 44
Init: 1d20 - 4

 

Stats:
Constitution: 5
Dexterity: 1
Intelligence: 1
Resistance: 3 (+3)
Strength: 3
Synergy: 1

 

Complexity: 

 

Perks: 
Nobility Proof: Lowers cooldown for all actions by 1 when an ally drops below 30% HP.
Reinforce: When using a buff on an ally, that ally recovers [SYN] HP.
Royal Veil: Allies recover [SYN] HP at the end of turn if user is at full HP.

 

Royal Wuss: Ups cooldown for all actions by 1 when user drops below 50% HP.

 

Equipment:

 

Name: Rod of Reign
Description: A 1.2 m in lenght heavy metal rod with a stylized crown on top, designed for bludgeoning peasants into blind submission during user's free time~
Type: Weapon
Damage: 1d8 + STR
Minimum Stats: 3
Weight: 6
SYN Threshold/Bonus: 10 - Add [1d6 + CON] to all heals on user; 20 - Add [1d8 + CON] to all heals on user.
Special Qualities: /

 

Name: Thick Fat
Description: A thick layer of fat under Royger's skin. Good heat isolator~
Type: Armor
Res bonus: 3
Minimum stats: 0
Weight: 10
SYN Threshold/Bonus: 5 - add +1 to RES growth per level
Special Qualities: Lowers any received heat or cold based damage by 30%; lowers user's INIT by 5; cannot be unequipped, except by lots and lots of hard work, training and luck!

 

Actions:

 

[Basic] Basic Attack: Attack with the fury of a crazed boar, smashing the blasphemous foe's face with a heavy rod for [1d8 + STR] damage.

[Basic] Basic Defense: Dig your chubby face into your stubby fingers and cry away the dangers of the world, lowering damage received by 50%. 

 

[Lv1] Offense Order: Ups all allies' DMG by user's [(STR + SYN)/2] for 3 turns. Counter resets if reused. 4 turn cooldown.

[Lv1] Defense Decree: Ups all allies' RES by user's [(RES + SYN)/2] for 3 turns. Counter resets if reused. 4 turn cooldown.

[Lv1] Fire Arms: Enchants an ally's next used basic attack to lower the target's RES by [(STR + SYN)/2] for 1 turn upon each successful hit. 3 turn cooldown.

[Lv1] Thunder Arms: Chosen ally can perform one additional basic attack after their action (removes Basic Defense) during their next turn. 3 turn cooldown.

[Lv1] Freeze Arms: Enchants an ally's next used SYN based attack to prevent any added effects of an enemy's attack during this turn upon a succesful hit. 3 turn cooldown.

 

Inventory: Crown x1, Cape x1, Cozy Elastic Underwear x5, Hidden Unlimited Stash of Snacks x1, En x10,000

 

 

Edited by Bfroger6
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Long story short, I've come here from another forum because the user "Astrorious" is trying to start a third instance of this RP on said other forum and linked this as the original game.

This all looks amazing and I'm very interested in playing, I've read through the rules/character creation post a few times along with about half of this thread, so I think a half a fairly decent grip on how to make a character.  I've played or GMed about 350-400 hours of "face-to-face" RPGs(D&D, Serenity RP, and various Whitewolf games) in both "Hack'n Slash" and RP heavy styles, however I have never played any sort of online or forum based RPG.

With that said aside from making a character I have no flipping clue what to do to join, I'm still not sure how the "gameplay"(for lack of a better term) is intended to work, I have no clue whats happening in the story(Nor where the best place to start to find out is), and I'm just generally a noob in need of some direction as to what I'm supposed to be doing.

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4 minutes ago, StormLord said:

Long story short, I've come here from another forum because the user "Astrorious" is trying to start a third instance of this RP on said other forum and linked this as the original game.

This all looks amazing and I'm very interested in playing, I've read through the rules/character creation post a few times along with about half of this thread, so I think a half a fairly decent grip on how to make a character.  I've played or GMed about 350-400 hours of "face-to-face" RPGs(D&D, Serenity RP, and various Whitewolf games) in both "Hack'n Slash" and RP heavy styles, however I have never played any sort of online or forum based RPG.

With that said aside from making a character I have no flipping clue what to do to join, I'm still not sure how the "gameplay"(for lack of a better term) is intended to work, I have no clue whats happening in the story(Nor where the best place to start to find out is), and I'm just generally a noob in need of some direction as to what I'm supposed to be doing.

 

Hey there!

 

I strongly suggest you join the RP's discord, here:

https://discord.gg/zRTK9

 

Here we will be able to help you more :D

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The reason I didn't link them to the discord is due to the nature of the kinds of language and what not used on the discord. I feel that it would be harmful to my reputation in both places if I had. they are free to do so at their own risk; however. I am thinking about creating one for TotM:G3 because the players in that one are going to be far younger and restricted under a different forum's rule-set

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The Trespassers v3 guys are extremely extremely young when compared to us, and um....I wonder why they posted here instead of in the v3 board, also to be honest he didn't really need a new invite to get there since it is already present somewhere in the thread right? Also yeah, we swear like a shipload of Sailors on shore leave who has discovered that none of the bars are willing to sell them booze.

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The reason I came here from Trespassers 3 was because though I have no issue with younger players I wanted a chance to play with a group that was going to have the capacity for more mature and complex thought processing and themes.

 

Also I made a character sheet up and I'd like it looked at if possible.

I may choose to make another and use this as a secondary but I'm not sure yet.

 

Spoiler

Name: Windy aka "Green Sister"

World: Hyperdimension Neptunia

Age: Appears to be late teens, actual age is up for interpretation as she was "born" into the world in her current state and doesn't age like a normal human.

Gender: Female

Race: Console Patron Unit (CPU) (aka "Goddess")

Sex: Female

Appearance: She retains a similar appearance to her sister while being slightly shorter(~5'6"), having hair quite a few shades darker, and being less umm..."well endowed".  She also wears a knee length, green and white, skirt and top rather than a full length dress.

In her CPU form she appears in dress similar to that of Purple or Black hearts, with a black/white/gray color scheme that has vibrant red, green, yellow, and blue, accents/wings along with dark green almost black hair.

Personality: Nice, polite, a tad obsessive when it comes to games, more stubborn than a dachshund, and really doesn't like to lose, though she hasn't out cussed Blanc yet.

Description/Backstory: Along with the other four candidates Windy was "born" into one of the many sub-dimensions of the world known as Gamindustri fully functional and intelligent.  An unknown amount of time passed from her "birth" to her being summoned and over this time she bonded with her sister Vert the CPU of Leanbox, the people of Leanbox, and Gamindustri its self, becoming equally as well known as the other candidates.

 

Level: 2

EXP: 100

 

HP: 38(30+8)

Init: 1d20+6

 

Stats:

Constitution: 2

Resistance: 2+2(Armor)+1(HDD)

Dexterity: 5+1(GC)+4(HDD)

Intelligence: 1

Strength: 3

Synergy: 5+4(HDD)

 

Complexity:

 

Equipment:

 

Name: Scythe of Sky

Description: A large steel scythe with a long handle, modified for easier use in battle.

Type: Weapon

Damage: 1d8+[Dex]or[Syn](electric)

Minimum Stats: [Str]1, [Syn] 2

Weight: 2

Special Qualities: "Storm-bound" The many archaic symbols etched into the blade glow with an electric power, releasing this power upon striking an enemy.

May choose to Deal [Syn] electric damage on strike overriding [Dex] bonus.

 

Name: Goddess Charms

Description: A fairly normal bracelet with quite a large collection of charms, four of which stand out: one with a piece of polished onyx set in steel, one with three pearls, one large and two small set in silver, one with an amethyst set in gold, and one with a large rectangular piece of emerald set in copper.

Type: Bauble

Minimum Stats: [Syn]4

Special Qualities: +([LVL]/3) to [Dex].

 

Name: Anklet of Wind

Description: A thin band of silver with three small emeralds set into the front.

Type: Armor

Protection: +([Dex]/3) [Res]

Minimum Stats: [Syn] 3

SYN Threshold/Bonus:

Special Qualities: 15% chance to reflect any projectiles with mass.

 

 

Perks:

 

Hard Drive Divinity(HDD): Through the nature of her birth Windy has the ability to access a form known as HDD that can grant various attributes such as inhuman speed, strength, or agility.  However the act of using this form causes great exhaustion and it cannot be maintained indefinitely.

Mechanical effect: Upon activation +([LVL]*2) to [Dex] & [Syn], and access to several powerful abilities.  You may spend up to ([LVL]+[Con]) turns(consecutive or not) before becoming too exhausted to maintain HDD and being forced out of it for ([LVL]+[Con])/2 turns.

 

 

Actions:

 

Basic Attack: "Scythe swipe" simply attack with her scythe dealing its damage.

Basic defense: "Gust of wind" a minor spell designed to sweep away blows.

 

HDD Access!: Used to activate/deactivate HDD(perk action).

 

Storm Augment: Imbue an ally's weapon with the power of storms granting them a boost in damage.  Add [Syn] electric damage the any one ally's next attack.

Level2: Add damage to any two ally's next attacks.

 

Blinding Visage: With a small amount of power you reveal a mere glimpse of your true divine radiance, blinding unlucky onlookers.  One chosen target becomes stunned for 2 turns, cooldown = 4.

 

Armor of Wind: Create a vortex of powerful wind magic around a target that effectively repels projectiles.  Target is granted 25% chance to reflect any projectile with mass for 3 turns, cooldown = 4.

 

Divine Inspiration: Your speed and power inspire those around you to strike with greater effect.  The next ally to attack adds your [LVL] to their damage roll, cooldown = 3.  May only be activated while in HDD.

Leve2: The next two allies are affected instead of only the first.

 

Sky's Fury: A powerful spell that lets you call upon one of nature's most destructive forces to hurl bolts of lightning at your enemies. Cast an arc of lightning that deals [Syn] electric damage to one target within ~30', cooldown = 2.

 

 

Inventory:

 

Edited by StormLord
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4 hours ago, StormLord said:

The reason I came here from Trespassers 3 was because though I have no issue with younger players I wanted a chance to play with a group that was going to have the capacity for more mature and complex thought processing and themes.

 

Also I made a character sheet up and I'd like it looked at if possible.

I may choose to make another and use this as a secondary but I'm not sure yet.

 

  Hide contents

Name: Windy aka "Green Sister"

 

Level: 2

EXP: 100

 

HP: 40(30+10)

Init: 1d20+6[Dex]+1(GC)+4(HDD)

 

Stats:

Constitution: 2+1(GC)

Resistance: 2+3(AoW)+2(HDD)

Dexterity: 5+1(GC)+4(HDD)

Intelligence: 1

Strength: 3+1(GC)

Synergy: 5+4(HDD)

 

Complexity:

 

Equipment:

 

Name: Scythe of Sky

Description: A large steel scythe with a long handle, modified for easier use in battle.

Type: Weapon

Damage: 1d8+[Dex]+[Syn](electric)

Minimum Stats: [Str]1, [Syn] 2

Weight: 2

Special Qualities: "Storm-bound" The many archaic symbols etched into the blade glow with an electric power, releasing this power upon striking an enemy.

Deals an additional [Syn] electric damage on strike, and no more than once per turn.

 

Name: Goddess Charms

Description: A fairly normal bracelet with quite a large collection of charms, four of which stand out: one with a piece of polished onyx set in steel, one with three pearls, one large and two small set in silver, one with an amethyst set in gold, and one with a large rectangular piece of emerald set in copper.

Type: Bauble

Minimum Stats: [Syn]4

Special Qualities: +([Syn]/4) to [Init], [Con], [Str], and [Dex].

 

Name: Anklet of Wind

Description: A thin band of silver with three small emeralds set into the front.

Type: Armor

Protection: +([Dex]/2) [Res]

Minimum Stats: [Syn] 3

SYN Threshold/Bonus: 5 = +5%, 10 = +10%, 15 = +10%.

Special Qualities: 5% chance to reflect any projectiles with mass.

 

 

Perks:

 

Hard Drive Divinity(HDD): Through the nature of her birth Windy has the ability to access a form known as HDD that can grant various attributes such as inhuman speed, strength, or agility.  However the act of using this form causes great exhaustion and it cannot be maintained indefinitely.

Mechanical effect: Upon activation +([LVL]*2) to [Dex] & [Syn], and access to several powerful abilities.  For every turn spent in HDD you gain one point of exhaustion[Exh], when your [Exh] eclipses your ([LVL]*[Con]) you're forced out of HDD, your [Exh] reduces by ([LVL]/2) points each turn resting at 0.  You may not reenter HDD if you have any [Exh].

 

Natural Talent(Sky & Storm): Windy possesses a natural affinity for discovering and quickly mastering the magics of the sky.

Mechanical effect: +1 action point on level up only for use in improving or creating new wind and/or lightning related actions.

 

Ageless Entity: The divine essence that fuels Windy's power also imparts a measure of agelessness into her, allowing her to age at a rate of 1/100 that of a normal human.

Mechanical effect: Mostly for fluff and to follow with the "lore" of the world setting.  I expect very little if any advantage to come from this perk.

 

 

Flaws:

 

The Unbowed: Windy's is stubborn to a fault and this flaw is proof, her desire to prove herself and win at almost everything drives her to continue fighting even when it would do her better to save her strength.  This however does not mean she goes around starting fights, nor that she is heartless.  When confronted with a fight that she absolutely cannot win, or that winning would come at the cost of great loss of live and/or limb from her allies she may choose to concede, especially if there will be a chance of a rematch later on.

Mechanical effect: Again mostly fluff and flavor, and I don't really intend for this to be a terribly significant hindrance. (Simply something to outweigh "Ageless Entity")

 

Actions:

 

Basic Attack: "Scythe swipe" simply attack with her scythe dealing its damage.

Basic defense: "Gust of wind" a minor spell designed to sweep away blows.

 

HDD Access!: Used to activate/deactivate HDD.

Level2: Becomes a free action(transform without waiting a whole turn).

 

Storm Augment: Imbue an ally's weapon with the power of storms granting them a boost in damage.  Add [Syn] electric damage the any one ally's next attack.

Level2: Add damage to any two ally's next attacks.

 

Blinding Visage: With a small amount of power you reveal a mere glimpse of your true divine radiance, blinding unlucky onlookers.  Two chosen targets make [Res] checks against your [Syn], each target that fails becomes blinded for 2 turns, cooldown = 2.

 

Armor of Wind: Create a vortex of powerful wind magic around a target that effectively repels projectiles.  Target is granted 25% chance to reflect any projectile with mass for 3 turns, cooldown = 4.

 

Divine Inspiration: Your speed and power inspire those around you to strike with greater effect.  While you possess the highest initiative rating in a combat all your allies add your level to their damage for their first attack each round.

Level2: Now simply all allies that go after you in initiative are granted the bonus.

 

 

 

I think the character's a little overpowered, but you're better off asking Murdoc for tweakies.
 

But as an unofficial mastersheet manager here's my take on your character...

 

Scythe of Sky: I know scythes are cool (I have a scythe character as well), but scaling on two stats at once for your basic weapon is waaay overpowered. Only on one, is the limit I believe.

Goddess Charms: Waaay overpowered, sorry. You're gonna have to cut it down to say, +1 to Stat every 2 Lvls, or +1 to Stat every 4 in other Stat.

Anklet of Wind: Special effects only scale with INT, and only stat bonuses scale with SYN.

 

HDD: CON*LVL will scale like crazy in the later stages, especially with Exh only ticking up by 1 regardless of level, action or stat. I recommend nerfing the buff or scaling a little less. 

Ageless Entity and The Unbowed are both fluffs; please don't include them in perks or flaws, include them in your description. (It makes my day as MS manager a tad easier :) )

 

Blinding Visage: A tad overpowered, (considering 'blinded' as 'stunned). I recommend increasing cooldown or higher checks.

 

There might be more tweaks or not, depending on Murdo's judgement, but the above is the list of what I think is needed to change.

Either way, don't get disheartened by the nerfs and checks. We all went through the process, and if you're dissatisfied, Murdo is usually there to help you out~

Welcome to Trespassers, though! I look forward to RPing with you.

 

May the flames guide your way.

 

Edit:

So here's a bunch more things that a trusty friend (DragonRage) added:

 

Checks against Resistance is unlikely to succeed, because Resistance is the easiest to buff.

Armour Res scaling with DEX/2 is most likely too high. Recommend dropping it to DEX/3 or DEX/4

All gear is really light compared to their attack or defence ratings. Again, nerf the stats or increase weight.

Perk that increases AP is most likely going to be rejected. (Others usually have +1 STAT every Lvl)

Divine Inspiration gives too high of a buff for a passive. Lvl 2 damage boosts would only grant +Stat damage to personal attacks only, based on GM PC. Recommend making it an Active or nerfing it.

 

Edited by PigeonOfAstora
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5 hours ago, PigeonOfAstora said:

 

Spoiler

I think the character's a little overpowered, but you're better off asking Murdoc for tweakies.
 

But as an unofficial mastersheet manager here's my take on your character...

 

Scythe of Sky: I know scythes are cool (I have a scythe character as well), but scaling on two stats at once for your basic weapon is waaay overpowered. Only on one, is the limit I believe.

Goddess Charms: Waaay overpowered, sorry. You're gonna have to cut it down to say, +1 to Stat every 2 Lvls, or +1 to Stat every 4 in other Stat.

Anklet of Wind: Special effects only scale with INT, and only stat bonuses scale with SYN.

 

HDD: CON*LVL will scale like crazy in the later stages, especially with Exh only ticking up by 1 regardless of level, action or stat. I recommend nerfing the buff or scaling a little less. 

Ageless Entity and The Unbowed are both fluffs; please don't include them in perks or flaws, include them in your description. (It makes my day as MS manager a tad easier :) )

 

Blinding Visage: A tad overpowered, (considering 'blinded' as 'stunned). I recommend increasing cooldown or higher checks.

 

There might be more tweaks or not, depending on Murdo's judgement, but the above is the list of what I think is needed to change.

Either way, don't get disheartened by the nerfs and checks. We all went through the process, and if you're dissatisfied, Murdo is usually there to help you out~

Welcome to Trespassers, though! I look forward to RPing with you.

 

May the flames guide your way.

 

Edit:

So here's a bunch more things that a trusty friend (DragonRage) added:

 

Checks against Resistance is unlikely to succeed, because Resistance is the easiest to buff.

Armour Res scaling with DEX/2 is most likely too high. Recommend dropping it to DEX/3 or DEX/4

All gear is really light compared to their attack or defence ratings. Again, nerf the stats or increase weight.

Perk that increases AP is most likely going to be rejected. (Others usually have +1 STAT every Lvl)

Divine Inspiration gives too high of a buff for a passive. Lvl 2 damage boosts would only grant +Stat damage to personal attacks only, based on GM PC. Recommend making it an Active or nerfing it.

 

 

Yeah I made it airing on the side of to powerful knowing very well that I was going to have to nerf some stuff.

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so yeah like half of your sheet is in "fuck no" territory:

-a multi-target, multi-turn disable (you never specified what blind actually does) is never okay

-your weapon scales by two stats by default which is completely unacceptable without some kind of drawback

-divine inspiration, i don't really like that much due to just passively dropping buffs on everyone 

-any perk that grants +1 AP/level with such broad "restrictions" is never going to fly; one AP is worth twice a stat point and perks only grant one of those

-HDD mode either needs much lower bonuses or much more restricted usage; Level*CON is already letting you use it for 4 turns and that's with only 2 points in CON; next level if you put only one point into CON it'd be 9

-there is one underpowered thing you have; your transform action shouldn't take up AP as it would be granted by your perk.

-your bauble is somewhat annoying and also overpowered; standard bauble scaling is level/3 to one stat

-fluff does not belong in perks/flaws, also your "flaw" doesn't make any sense as a side note

-armor of wind is ok, as is storm augment

 

lastly I already don't like your attitude as a player for the whole "I made it deliberately OP;" there are plenty of examples you could have used to make a more reasonably balanced character

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