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


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Spoiler

I sincerely apologize for coming across with a bad attitude, that was absolutely not my intent and I'll also admit that while I did look at many of the submitted character sheets I failed to look at the exact numbers, stats, and tweaks made much beyond that they were there.

 

I made adjustments to many things and reduced the overall power level significantly, I also intend to work more on the fluff once I've gotten the mechanical details hammered out.

 

Quick rundown of changes:

 

Weapon: "War Scythe" changed to use +[Dex] OR +[Syn](electric) as the damage mod interchangeably instead of both.

Bauble: "Goddess Charms" changed to +([LVL]/3) [Dex].

Armor: "Anklet of Wind" removed refletion scaling in favor of a flat 15%, also changed [Res] bonus from ([Dex]/2) to ([Dex]/3)

 

Perk: "HDD" removed exhaustion system, now after spending ([LVL]+[Con]) turns in HDD you're kicked out and having to wait ([LVL]+[Con])/2 turns before reentry.

Removed perks/flaw: "Natural Talent", "Ageless Entity", and "The Unbowed"

 

Actions: "HDD Access!" removed second level, noted as free perk action.  "Blinding Visage" now single target and adds "stun" effect, cooldown increased from two to four.  "Divine Inspiration" now an active that grants the bonus to the next ally to attack, cooldown = 3, may only be activated while in HDD(I plan to add more abilities like this) "Level 2" changes it to affect the next two allies to attack instead of only one.

New action: "Sky's Fury" simple ranged attack with damage based on [Syn].

 

I'd like to add a perk (to replace the action bonus one) that improves my initiative by a greater amount than simply improving Dexterity, what would you suggest as value?

 

(Original post updated).

 

 

Character Bagged, to many problems.

Alright, take two.

I hope this one is at very least a tad less broken.

This character is based on Bioshock and I tried to work both Adam and Eve in as separate "mana" systems, if anything is unclear/worded poorly please tell me and I'll try to fix it.

 

Spoiler

Name: Friedhold Von Grimmelshausen

Age: Later thirties, early forties.

Gender: male

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

Sex: male

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

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

Spoiler

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

 

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

Role: Mad Scientist

 

Level: 4

 

HP: 54

Init: 1d20+3-1(Armor)-2(Weight)

 

Stats:

Constitution: 2

Resistance: 1+7(Armor)

Dexterity: 3

Intelligence: 10

Strength: 3

Synergy: 7

Adam: 20

Eve: 28/28

 

Equipment:

 

Name: Widow’s Kiss

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

Type:  Weapon

Damage:  1d8+[Dex] cold damage + [Syn]/3 init damage.

Weight:  5

Minimum Stats:  None

Special Qualities:

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

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

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

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

 

Name: Eve hypo

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

Type: Bauble

Minimum Stats: [Syn]2

Special Qualities: Restores [Syn]*2 Eve, usable once per combat.

 

Name: Armored-Shell Gene tonic

Description: A special tonic that once ingested makes the subject's body begin growing flexible plates of keratin just under the skin that protect vital organs.

Type: Armor

Protection: +2+([LVL]/2) [Res], -1 Init

Minimum Stats:[Syn]2

Special Qualities:

-Bound: Cannot be lost or modified.

-Natural Armor: Doesn't require an armor slot.

(two SQ used).

 

Snowball II and Jacket

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

Type:  Armor

Res:  4  (Increased against cold effects)

Weight:  3

Minimum Stats:  None

Syn Threshold/Bonus:  Grants a resistance bonus equal to your synergy against cold-based attacks.

Special Qualities:

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

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

Ultimate Charge 0/10:  Whenever you reduce an enemy’s initiative, you gain 1 ultimate charge, to a maximum of 10.  You cannot gain more than 1 charge per action performed.  Ultimate charge is retained until spent, but cannot be transferred from 1 person to another.

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

Spoiler

 

 

Perks:

 

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

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

 

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

Mechanical effect: The LS's stats are based off the player's: MHP=MHP/2, [Res]=[Syn]/2, Attack=n/a. A telepathic communication link is created between the LS and currant "father".  LS has access to two actions: Basic Defense and Adam Gather.

 

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

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

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

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

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

Eve: Used to fuel Plasmids, you generate [LVL] at the start of each turn, your max is [Syn(base)]*4.

 

Flaws:

 

Mild Pyrophobia: *Fluff* Fire unnerves you more than usual, specifically being on fire.  Your flesh melting as the fire slowly eats away at it, the fat boiling in your skin, the smell as you own blood vaporizes and fills the air, even the thoughts of it set you on edge. *Fluff*

Mechanical effect: Upon being set on fire or taking fire damage you become stunned from panic.

 

Actions:

Basic Attack

Basic Defense

 

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

Deals 1d6+[Int] electric damage, costs 4 Eve.

Electro Bolt II: Effected targets make a [Con] vs [Int] save, on failed save target is stunned, +2 to Eve cost.

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

 

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

Reduces agro significantly and enemies can't target you, costs 4 Eve to start the effect and 1 Eve(per target) each turn after of cumulative upkeep.

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


 

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

A single target is swarmed taking 1d4 poison damage each turn for [Int] turns, costs 6 Eve, may only have one swarm at a time.

Insect Swarm II: +1d4 to each damage roll, +4 to Eve cost.

Maximized Insect Swarm: All dice rolls are taken as their max values, costs 4 Adam.

 

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

Targets within melee range are thrown back violently, knocked prone, and dealt [Int] sonic damage, effects up to 10 small targets, 5 medium targets, or 1 large target, costs 2 Eve.

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

Empowered Sonic Boom: Now effect objects as large as a truck or as small as dust in the air, costs 2 Adam.

 

Radiance: Bolts of light that can either heal or harm.

Fire three bolts of light that either deal [Int]/2 pure damage or heal [Int]/2 HP, they can be fired at different targets for different effects, costs 3 Eve.

Maximized Radiance: Fire an additional bolt that has double effectiveness, costs 1 Adam.

 

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

One target becomes stunned and three become knocked prone, costs 3 Eve.

Extended Undertow: Double effect, costs 4 Adam.


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

Choose a point, all nearby inanimate objects and up to 6 enemies are sucked into a vortex created at that point and dealt 1d6 damage for each other object of reasonable size caught in the vortex, enemies caught in the vortex have a 50% chance to become knocked prone, costs 8 Eve.

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

 

Little Sister:

 

Adam Gather: At the end of a combat the LS with begin gathering Adam from bodies around the battle field.  The bodies must be mostly intact and showing no signs of decay, it takes ~5 minutes for each full gathering, any distractions may increase the estimate.

You're granted Adam based on the body's place on this scale:

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

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

 

Inventory:

 

Name: Double Barrel

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

Type: Weapon

Damage: 2d3+[Dex] cold damage + [Syn]/3 init damage.

Minimum Stats: [Str]1

Weight: 2

 

Jaegerbomb Plasmid(x5)

Description: A mysterious Plasmid that makes the wielder feel bolder and stronger.

Type: Consumable

Special Qualities:

-Embolden: Grants 4d8 temporary HP to the target, as well as +5 STR.

-Burning Blood: Hides the target's current health, and may have other effects.

 

Name: White Phosphorus Grenade(x3)

Description: A large but still handheld grenade that upon detonation releases a medium sized torrent of all consuming flames.

Type: Weapon/Consumable

Damage: 3 targets, 4d6(fire) each turn for 3 turns, targets may take a turn to remove themselves from the flame ending this effect.

Special Qualities:

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

-Self Destruct: This item destroys itself on use so it may only be used once.

 

Name: Tear Gas(x40)

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

Type: Weapon/Consumable

Damage: Target makes a Con vs +8 save, on a failed save they become blinded, interrupted, and unable to flee combat.

Special Qualities:

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

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

-Weapon against Man: Ineffective against inorganic enemies such as robots or golems or robotic golems.


(Tier 1, Level 15) Intricate mechanical & electronic parts.

 

Chemistry kit + Assorted scary chemicals.
Large can of Tear gas(x4).
White Phosphorus grenades(x6).

Spray Explosive(Medium tier).

Credstick(4,880 nuyen)

 

Edited by StormLord
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Blue Eared Matador

Spoiler

Name: Blue Eared Matador
Age: 15 Hours.
Gender: Male
Race: Twist Tie Golem.
Sex: None
Appearance: A tiny figure, around an inch in height, with a long blue spike coming from the back of their head, and another from their head jutting from the back and to the right, they wear a Red Vest which is connected to a Gauntlet on their right hand, and their dominant left hand is empty.  The ears glow with a blue aura from time to time, and they are made entirely of bread ties, two Blue ones making up their core, and a red one forming a vest.
Personality: Being born a blue, wrapped in red, and exposed to technology of the Yellow Tribe early in their life, they are deeply in tune with nature, with a love of clear fresh water and Ancient's Water, despite it's forbidden and corrupting nature.  They have an inner peace, but can slip into fiery tendencies from time to time, and have a burning curiosity for the world around them.  Having seen pipes as their most impressive sight, they long to see more Ancient pipework in the future.

Level: 3
EXP: 200

HP: 48/48

RHP: 48/48

(Equal to 30+Level*(CON+Level). If your health reaches 0, you're taken out of combat, possibly with lasting injury.)
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: 3
Dexterity: 3
Intelligence: 2
Resistance: 4
Strength: 4
Synergy: 7

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: From a World Fearing Death: Blue eared Matador comes from a world that nearly suffered Total Extinction, and It's Magical Nature was awakened by this.

 

The user has two health pools, one "Normal" and one "Real".  Their normal health is depleted by Magical Attacks and Non-elemental Non-Piercing normal attacks, while their "Real" health is depleted by Elemental Non-magical attacks, Pure Damage, and Armor-Piercing Damage.  If their normal health is depleted, they are downed for that battle, and their normal Health recovers like ordinary health with recovery items and rest between battles.  Their Real Health can only be recovered when leveling up, no other method can recover their real health without Unimaginably dangerous and horrific potential consequences.  If their Real Health reaches 0, they are downed for the plot, and take a wound instantly, along with a Passive Permanent Neutral Effect, related to the element that downed them, or in the case of pure/piercing damage, an additional wound.  Both Health Pools use the normal health formula to determine their values, and both are affected by RES where appropriate.

 

Perk: Core of Blue Wire: The user's core wire, the one they were made with, before any other wires were added, was the Blue of Aura and Defense, which determines their core ability forevermore.

 

The user may use a free conditional action, which cannot be any action that activates any special effect or moves them any distance in any direction  They can only rotate around their center of mass, such actions can be attacking a target who is clearly in range of them, turning in place, defending, or using a weapon or tool which requires nothing more than that they move or swing it.


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: Tiny Nail
Description: What is to anyone else a simple nail is to Blue a shortsword, able to cut through foes and deliver punishing stabs.
Type: Weapon
Damage: 1d6+Str
Minimum Stats: 0
Weight: 0
SYN Threshold/Bonus:

10 Syn: Autotransposition: +10% Innate Dodge Chance
Special Qualities: 

 

Name: Hand Held Plane Propeller
Description: What is to anyone else a Yellow Bead tied to a tiny propeller and a screw with craft wire is to Blue a powerful Jet engine, powered by the Electrical Bead Core and held in one's off hand.
Type: Armor
Armor: +2
Minimum Stats: 5 Syn
Weight: 0
SYN Threshold/Bonus:

10 Syn: Idling Engine: This Item now grants +4 Dex.
Special Qualities: This item gives +4 Init

 

Name: "Y" Bead
Description: What is to anyone else a cube shaped letter bead is to Blue a rare and powerful "Y" Weapon Bead.  On it's own, a powerful force Multiplier, but if combined with the "X" and "Z" Weapon Beads...
Type: Bauble
Minimum Stats: 7 Syn
Weight: 0
SYN Threshold/Bonus:

10 Syn: This item now grants +5 Damage to Basic Attacks.
Special Qualities:

Active Ability: Make the user's next attack which uses their weapon deal double damage. 10 Turn Cooldown.


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: Spin: The user attacks with an equipped weapon, dealing weapon Damage + Strength.

 

Basic Defense: Stop: The user blocks an attack, reducing damage by 50%.

 

Level 2: Blue Wire 1: First Aurakinetic Ear: The user has a single Sensitive Ear, which grants them Psychic Power.  Against foes of phenomenal size, this is nearly useless, against smaller targets however...

Level 1: Aura:  When used, the user deflects one dice of a ranged attack back to it's User.

Level 2: Poor Self Control: When used, the target afflicted by this technique is Taunted for 2 Turns if they fail a Check against the user's Syn.

4 Turn Cooldown

 

Level 2: Blue Wire 2: Second Aurakinetic Ear: The user's Body becomes a true conduit for their Spiritual Energy with a second ear made from Blue Wire. 

Level 1: Strike Focus: When used, the user Reduces their Syn to 0, and splits that amount between their Str and RES (Favoring RES) for 3 turns.

Level 2: Instant Reprimand: When used, the user's Sensitivity allows them to react with twitch reflexes.  Counter the next attack made on the user with a lightning fast blow, dealing 1d6 Damage.

4 Turn Cooldown.

 

Level 2: Red Wire 1: Flame Wreath: The user wears a Vest and Gauntlet of Red Wire, which glows with hidden firepower.

Level 1: Corona: When used, grant the user Fire-Aura for One Turn.  When attacking or being attacked, Deal 1/2 the User's Str to an enemy as Fire damage.

Level 2: Bicorona: When used, afflict targets attacking or attacked by the user with Heat. Each time a target is afflicted with Heat, they take 1 more damage from Fire Attacks and Fire Damage.  This can only proc once per turn, per enemy.

2 Turn Cooldown

 

Level 1: Learned Technique: Flaming Fist: The user strikes a target with a fist covered in magic flames.

Level 1: Singe: Deal 1d4+Str Fire Damage, if the user has Fire-Aura, deal 1d10+Str Damage.

3 Turn Cooldown.

 

Level 2: Learned Technique: Teleposition: The user seemingly teleports, disappearing out of phase for a moment to dodge blows.

Level 1: Teleposit: When used, Grant the user 50% Dodge Chance this turn.

Level 2: Duoteleposit: On a successful Dodge, make a basic attack on the attacker.

2 Turn Cooldown

 

Inventory:

 

Sportal: What is to anyone else an ordinary Black Spork is to Blue a pitch black portal to an unknown dimension, fractured but functional.

Within this dimension is an endless black void, bereft of gravity unless above a solid object.

 

10 Artificial Twist Ties: Made in Ancient Factories, these wires were discovered en masse, and replaced Secondary White Wire and Tertiary Green Wire as the dominant Machine Twist Tie.

 

Laver, The Doctor.

Spoiler

Name: Laver

Class: Autoattack Healer
Age: 15
Gender: Male
Race: Human
Sex: Male
Appearance: A young boy, garbed in a red robe, too large for him.  He wears a gold crown, and underneath his robe, he wears a Tee-shirt with a silly lion logo on it, and a pair of cargo shorts.  He wields what looks like a toy, made of a plastic-like material, it features a swrod shape with two pullies at the tip and base, which house a rubbery loop strung taut around the entirety of the "Blade's" Edge.


Personality: A young buy who is too sentimental for his own good, he is highly empathetic, but often uncompromising when he shouldn't, his ability to see the Heart Strings that make up a person's being and his tool which lets him pluck them make him very rash and willing to act in what many consider to be private business. This makes him a bit of a Bunny-eared lawyer, as he is often only justified by the results he enacts, with few of his 'Patients' complaining after he has untangled their hearts and left their minds clear.  He has a playful side as well, which comes out among close friends.

Level: 3
EXP: 200

HP: 48/48

(Equal to 30+Level*(CON+Level). If your health reaches 0, you're taken out of combat, possibly with lasting injury.)
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: 3
Dexterity: 5
Intelligence: 2
Resistance: 2
Strength: 7
Synergy: 4

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: Heart Doctor: The user is able to see the emotional ties between people, giving him Tripled Int when using diplomacy with an entity who is too distraught to listen to reason.

 

Perk: King of Hearts: The user is able to Receive a Heartstring from people who he has helped and interacted with personally, which takes the form of a powerful bauble called an "Accord".

 

Perk: The Power Within the Heart: The user gains +1 Str per Accord they have in their inventory or equipped, People he has received Heartstrings from have a very general idea of what he has been doing and his current state.

 

Flaw: Duties: The Hearts of people want to be happy, if a character(s) is emotionally stressed, and then affected by a sudden epiphany, emotional peak or trauma, Laver must fight their Heartstrings' Knot, a tangle of complex negative emotion between two or more people.  If he is not present, encountering someone whose heartstrings are knotted will trigger this fight.  He cannot receive help from anyone who he has not received a heartstring from.


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: Heart-strung Sword
Description: A strange tool which takes the form of an almost plastic looking handle attached to two pullies, upon which a rubbery loop of cord is attached.
Type: Weapon
Damage: 1d6+Str
Minimum Stats: 0
Weight: 0
SYN Threshold/Bonus:

5 Int: Hot Blooded: The user Strikes a chord, using a nearby ally's power to use their Syn in place of the user's Strength for a single basic attack, and changing the element of the attack to fire.

10 Syn: Bolstered Resolve gives the user a bonus +3 RES.

15 Int: Miracle: When a party member is in critical health, the user can attempt to Strike Accord with them, refilling their health once per plot.
Special Qualities: This weapon can strike an enemy's Heartstrings, Attacking an enemy has a chance to remove a status effect they have caused, based on the user's damage (I.E, if the user deals 10 Damage to the enemy, it gives them a 10% chance to remove a status).

 

Name: Battle Crown Royale
Description: A Mark of the Doctor, this crown is bound to the user for as long as they are The Doctor who soothes Heartstrings
Type: Armor
Armor: +2
Minimum Stats: 3 Syn
Weight: 0
SYN Threshold/Bonus:

12 Syn: Royal Emblem: +4 Int
Special Qualities: This item is Bound, but can change users under specific circumstances.

 

Name: A Metal Sonic's Accord
Description: A loop of cable, made of grey segments with blue rounded bulbs periodically along it, the bulbs have small yellow jet engines in them.  It represents the resolved feelings of jealousy and hatred from a poor and ultimately forgotten and replaced model of machine, and the connection between them and Laver.
Type: Bauble
Minimum Stats: 0
Weight: 0
SYN Threshold/Bonus:

10 Syn: Fastest Thing: +5 Init.
Special Qualities: This item enhances Laver's Heartstrung weapon with the "Metal Sonic's Accord" Special Quality, which grant's his basic attacks First Strike.

Active Ability:

Black Shield: The user drops to the bottom of the initiative ladder, but makes a basic attack on the next enemy to attack them.

1 Turn Cooldown

Overdrive: The user gains first strike this turn.

3 Turn Cooldown.


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: Attack!: The user attacks with an equipped weapon, dealing weapon Damage + Strength.

 

Basic Defense: Sidewind: The user attempts to dodge an attack, shifting around the target while strafing, and gaining a 50% dodge chance for one turn.

 

Level 5: Raise/Release Tension: The user changes their basic attacks to heal instead of harm, by loosening the tension of their Heartstrung Weapon, to change harsh strikes into gentle plucks, this requires a full turn to change.

Level 1: Not too Loose I: The user's Damage is cut by 50% while Tension is Released (Healing Basic Attacks)

Level 2: Not too Loose II: The user's Damage is cut by 25% while Tension is Released

Level 3: Not too Loose III: The user retains their full damage while Tension is Released

Level 4: Harmony: The user gains the "Attuned" Status when changing Tensions, the next attack they make deals +5 Damage.

Level 5: Tuning Times If they have not attacked since changing tensions, it does not cost a turn to change it again.

 

Level 5: Vibes: The user gains "Vibes" when they Heal Allies or Harm Enemies, equal to the amount dealt/healed.  These can be used to buff a stat for 3 Turns, when another attack or heal is made, the Vibe Counter is reset.

Level 1: When used, the User loses all Vibes, and a target of their choosing either gains Vibes/10 to their primary stat, or loses Vibes/10 to their primary stat.

Level 2: Upgraded to Vibes/9
Level 3: Upgraded to Vibes/8

Level 4: Upgraded to Vibes/7

Level 5: When Vibes are used, the User gains Vibes/5 Health.

 

Level 1: Strike Accord: The user looks inward, at all the connections they have made.

Level 1: Heal the user for Syn+5 Health, if their health is brought down to critical or is critical, they cannot go below 1HP until it has gone off.

 

Inventory:

 

Name: Dark King's Accord
Description: A loop of cable, made of White patterned fabric wrapped around an iron chain.  It represents the release of complex emotions tied to the last moments of sanity for the Gerudo Tribe's Lost son, and the connection between them and Laver.
Type: Bauble
Minimum Stats: 0
Weight: 0
SYN Threshold/Bonus:

10 Syn:
Special Qualities: This item enhances Laver's Heartstrung weapon with the "Dark King's Accord" Special Quality, which grant's the user +5 RES for one turn if the next attack would kill them, if this happens, all of their actions for this combat take on the Dark element.

The equipped weapon changes to 1d10+Str Damage, replacing it's old Damage Formula.

Active Ability:

Dead Man's Volley: The user attacks an enemy attack, deflecting it and adding their damage to it.  The enemy may choose to do the same.  This continues until the attack is not responded to, at which point the loser takes the full damage of the attack, plus the attacks added to it.  This may be subverted with Defenses or Dodges, however.  The attack is considered to have come from the last person to hit it, for buff and status calculations.  The user deals half damage while a Volley is out.

Once per Battle Cooldown.

Power Posture: The user takes on an immutable posture,  Stuns are delayed until they are hit with a critical or powerful attack for 3 Turns, or when this wears off.

Once per Battle Cooldown.

 

Ancient Wiretap: An ancient metal soup can, carved with powerful runes, with a glowing blue string floating from it.  It can listen in on heartstrings, and communicate verbally along them.

 

Arin Jee

Spoiler

Name: Arin Jee
Age: 95 (Mentally 17)
Gender: Male
Race: Monster
Sex: Monster
Appearance: A two legged Die, wearing a magician's top hat, and having pips for eyes.


Personality: A friendly and mischevious figure, they are always game to have a game of something involving luck, their personality hardly changes at all in combat, and it makes one wonder if they are even able to tell the difference between being in a FIGHT or not...

Level: 3
EXP: 200

HP: 36/36

(Equal to 30+Level*(CON+Level). If your health reaches 0, you're taken out of combat, possibly with lasting injury.)
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: 0
Dexterity: 0
Intelligence: 4
Resistance: 9
Strength: 0
Synergy: 9

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: Bullet Pattern Birthday Card: The user deals halved damage to people that they have interacted with on friendly terms before fighting, due to their SOUL not wanting to hurt them, The same is also true of targets which do not REALLY want to hurt them, but at a rate of 1/4th.

 

Perk: SOUL Strike: The user has access to "SOUL Magic" actions, which enables them to transform a target's Soul if they have one.

 

Perk: Made of Magic: The user's body is made entirely of Hopes and Dreams.  Enemies without souls deal 1/4th their normal damage, conversely, enemies with souls full of malice and the intent to kill Deal Pure Damage with all attacks.

 

Flaw: Dust to Dust: The user Dies if they are downed, turning to dust.


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: Magic Wand
Description: A black rod with a white tip, this Magician's prop spouts glowing colored sparkles at random.
Type: Weapon
Damage: 1d6+Syn
Minimum Stats: 0
Weight: 0
SYN Threshold/Bonus:

5 Int: The user may choose to either attack randomly, or use a White Attack.

7 Int: The user may choose to either attack randomly, or use a Blue Attack.

10 Int: The user may choose to either attack randomly, or use an Orange Attack.

Special Qualities: This weapon randomly has one of the following effects when used to attack.

White Attack: Deals normal damage.

Blue Attack: Enemies will not take damage if they are Guarding or Standing Still, but if they dodge, this attack is Autohit.

Orange Attack: Enemies will not take damage if they are Dodging or Moving, but if they Guard, this attack deals Pure Damage.

 

Name: Top Hat
Description: A black Magician's Hat, it is full of tricks.
Type: Armor
Armor: +2
Minimum Stats: 0
Weight: 0
SYN Threshold/Bonus:
Special Qualities:

No Sleeves: The user has +1 Bauble Slots.

 

Name: Dice
Description: A Simple pair of dice, these are made of magic.
Type: Bauble
Minimum Stats: 0
Weight: 0
SYN Threshold/Bonus:
Special Qualities:

RNG Bonus: The user targets enemies randomly with attacks, but deals +5 Damage per enemy in combat if there are more than 2 enemies in combat.


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: FIGHT: The user attacks with an equipped weapon, dealing weapon Damage + Syn

 

Basic Defense: MISS: The enemies attacking the user miss somehow, the user gains a 50% dodge chance for one turn.

 

Level 4 MAGIC: The user attempts to change a target's SOUL color, choosing to either change it at random, for a guaranteed sucess, or choose a specific color, in which case they must roll Syn Verses Level*4.  This effect lasts for 3 Turns, and has a 3 Turn cooldown.  The user may cancel the remainder of this Status's Duration, but this does not change the cooldown.

Level 1: BLUE: The user changes the target's SOUL Color to Blue, Locking them to a 2D plane while the user attacks, The Target cannot dodge unless their dodge involves jumping or flight, however, both of those are twice as effective.
Level 2: GREEN: The user changes the target's SOUL Color to Green, Locking them in place, so that they can rotate, but cannot move while the user attacks, The Target can no longer Dodge, but Blocking is twice as effective.

Level 3: YELLOW: The user changes the target's SOUL Color to Yellow, Increasing both side's Attack power dramatically, The Target can no longer dodge or block, but they can target incoming attacks with one of their own, subtracting their damage from the incoming attack's damage.

Level 4: RED: The user changes the target's SOUL Color to Red, Granting them enhanced movement, but limiting their other abilities, The Target can no longer block, but dodging is twice as effective.

3 Turn Cooldown

 

Level 2: ACT: The user CHECKs an enemy, getting their Attack and Defence.

Level 1: The user is able to see the target's Attack and Defence after modifiers.

Level 2: When this is used, the User is given 4 Options next turn which may or may not help the situation with that target.

2 Turn Cooldown

 

Level 1: MERCY: The user is filled with calming and peaceful magic, which can forcibly end a fight between two sides who no longer have the desire to continue FIGHTing.

Level 1: If the user's ACT Options, or other actions during combat have had a strong effect on the Enemy, the user may Roll Syn Verses Int, if it succeeds, the FIGHT ends.

3 Turn Cooldown

 

Level 1: RUN: The user is filled with a panicky and fearful magic, which can forcibly end a fight the user no longer wishes to be in.

Level 1: The user rolls Syn Verses Dex against the strongest enemy, if they succeed, they and any allies who also want to RUN may leave the FIGHT.

 

Level 1: ITEM: The user is filled with a hungry sort of magic, They may use an item in their inventory, no matter the circumstances, such as stun or slow.  It also gains first strike.

3 Turn Cooldown.

 

Inventory:

 

Monster Manual: This item is Chock full of useful information for Monsters, when used, there is a 50% chance of gaining a useful Tidbit, and a 50% chance of gaining a... Less than useful Tidbit...  This item is reusable.

 

Hot Shot: A small glass of Hot Monster Soda, you wonder why it's in such a small glass...  Grants +10 Health when used.

 

CeeGee

Spoiler

Name: Ancient Experiment, Courage-Guard (CeeGee for short)
Age: 10,000
Gender: Male
Race: Ancient Sheika Guardian
Sex: N.A
Appearance: A Hexapodal Robot the size of a Panzer Tank, it has 6 Tentacle like legs, a Bulb Like Body, and a Cylindrical Head with a single eye, it is covered in sacred carvings and glowing energies, It's Head slides up to reveal an array of Powerful Tools and Weapons.
Personality: Quiet and a bit Sassy, L-Guard is dedicated to the protection of anyone from evil and monsters, but is usually willing to help out with almost any inane task, just with a bit too much sass for most machines.

Level: 3
EXP: 200

HP: Equal to 30+Level*(CON+Level). If your health reaches 0, you're taken out of combat, possibly with lasting injury.
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: 0
Dexterity: 3
Intelligence: 8
Resistance: 0
Strength: 8
Synergy: 3

Complexity: GM-determined stat. It represents how difficult a character is to run in a combat situation. Having complicated effects or extra variables to track will increase complexity. The GM may reject a sheet if their complexity is excessive. As a general rule, cooldowns, buffs, debuffs, and variable (e.g. 1.4x something) bonuses will increment this stat by 1. Perks that radically change how a character operates within the game mechanics will increment it by more.

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: Ancient Guardian Technology: The user cannot be destroyed so long as their Ancient Manufactuary is intact, in return for not being able to heal between battles, the user is not wounded at 0 HP, and instead is reduced to Rubble and an Ancient Manufactuary.

 

Perk: Magnesis Hull: The user gains 1 Armor Slot per 3 Levels, but they can only contain copies of what is in their ordinary Armor Slots.

 

Perk: Extreme Size Class: The user is incredibly massive, All gear considers their stats to be twice what they are, but not for Basic Attack Damage Calculations.

 

Flaw: Nuts and Bolts: The user has one fatal flaw, they are a machine.  The user's Base RES is locked to 0 by default, Auto Hit attacks deal pure damage, Critical Hits stun them for 1 turn, Ancient Weapons Deal 4X Damage to the user.

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: Ancient Solider Sword
Description: A Glowing energetic Blade forged through Sheika Technology, it's blade is sharp, but It is very fragile.
Type: Weapon
Damage: 2d6+Str
Minimum Stats:
Weight: 0
SYN Threshold/Bonus:

2 Syn: "Ancient Sword+" The weapon's Dice is 2d6+Str.

4 Syn: "Ancient Sword++" The weapon's Dice is 1d20+Str.

6 Syn: "Ancient Sword+++" The weapon's Dice is 4d6+Str.
Special Qualities:

This weapon will break in (1) Fight, on the first hit dealt with it after that.

This weapon crits on the hit that breaks it.

 

Name: Ancient Soldier Breastplate (2 Worn)
Description: A Breastplate made with Sheika Technology, a force field and nanofield enable it to block powerful blows and mold to it's user, but the fragile technology is easily rendered useless.
Type: Armor
Armor: 3 (6 Total)
Minimum Stats: 4 Syn.
Weight: 2
Special Qualities:

This Item will break in (10) Hits.

 

Name: Ancient Soldier Boots
Description: A set of Boots made with Sheika Technology, it is actually made of interlocking micromachines, enabling it to fit any user's feet.
Type: Armor
Armor: +4
Minimum Stats: 4 Syn
Weight: 1
SYN Threshold/Bonus:

4 Syn: Hover Module: These boots contain the potential to hover above the ground, Increasing Dex by 2.
Special Qualities:

This item will break in (1) Plot.

 

Name: Internal Jumpjets
Description: A Powerful Rocket Vent made with Sheika Technology, It Ejects Chronal Magic to move large objects at inordinate speeds.
Type: Bauble
Minimum Stats: 4 Syn
Weight: 1
SYN Threshold/Bonus:

8 Int: Chronotype: The user is able to use this item to dodge at a 50% chance.
Special Qualities:

 

Name: Emergency Internal Barrier Generator

Description: A Shielding Array made with Sheika Technology, It contains a massive field of energy, which can be ejected to repel extremely large scale attacks.
Type: Bauble
Minimum Stats: 4 Syn
Weight: 1
SYN Threshold/Bonus:

8 Int: Hyper Mass Ejection: The user gains 75% Damage Reduction when using their basic defense against extremely high damage attacks, at the GM's Discretion.
Special Qualities:


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: Hyper Energy Influx: Attack with equipped Weapon, infusing energy into it.


Basic Defense: Re-aquire Target: The user Swivels their head around, preventing enemies from striking their eye, and Reducing Damage by 50%

Level 2: Energy Blast: The user charges and then fires a blast from their eye, first charging it for 2 Turns after the turn it is used, then firing it for 4d6+Syn*4 damage on a locked on target.  Dodging gives this skill a 0% chance to hit it's intended target, Parrying deflects this attack back on the user.

Level 2: This skill may be changed to either "Explosive", "Fire", "Ice", or "Light" Element when the skill is used.

 

Level 1 Bomb Rune: The user makes a Bomb from Energy, which can only be detonated when the user desires it.  The bomb may be held, dropped, or thrown, and may be detonated either on the turn the user chooses, or later.  The bomb will deal 3d6+Syn Damage in an AoE.

3 Turn Cooldown.

 

Level 4 Stasis Rune: The user picks a target, and Freezes it in time, banishing it for 3 turns on a failed SynVSyn Check.  Objects retain kinetic energy from attacks made on it while in stasis, but not damage dealt.  Targets cannot be affected by any actions or take any actions while Banished.

6 Turn Cooldown

 

Level 3 Arbitrary Ancient Manufactury: The user can turn Loot and Gear into their basic components, to roughly a cellular level, and assemble them into Ancient Items.  One piece of Gear (Or 3 Materials) will make 3 Normal Ancient Items, 3 Pieces of Gear will make 1 Ancient Soldier Item, 6 Pieces of Gear will make 1 Shieka Item.

Level 2: The user can create Ancient Prototypes of existing and available items, but this requires Ancient Solider Items (Or Ancient Materials) to make, following the same rules. (1 Ancient Solider Item to 3 Prototype Normal Ancient Items, Ect).  Prototypes are added to the list of Ancient Items that can be made.

Level 3: The user can "Free Build" with materials that have been broken down, assembling the material into something else, The user may also use this ability to repair themselves, or rebuild themselves.

 

Inventory for CeeGee

Spoiler

 

(2)

Name: Ancient Sword
Description: A Glowing energetic Blade forged through Sheika Technology, it's blade is sharp, but It is very fragile.
Type: Weapon
Damage: 1d6+Str
Minimum Stats:
Weight: 0
SYN Threshold/Bonus:

Special Qualities:

This weapon will break in (1) Fight, on the first hit dealt with it after that.

This weapon crits on the hit that breaks it.

 

(2)

Name: Ancient Breastplates
Description: A Breastplate made with Sheika Technology, a force field and nanofield enable it to block powerful blows and mold to it's user, but the fragile technology is easily rendered useless.
Type: Armor
Armor: 2
Minimum Stats: 4 Syn.
Weight: 2
Special Qualities:

This Item will break in (5) Hits.

 

1 Ancient Shaft

1 Ancient Core

1 Ancient Screw

1 Ancient Spring

 

Ancient Blueprints

Spoiler

Name: Ancient Breastplate
Description: A Breastplate made with Sheika Technology, a force field and nanofield enable it to block powerful blows and mold to it's user, but the fragile technology is easily rendered useless.
Type: Armor
Armor: 2
Minimum Stats: 4 Syn.
Weight: 2
Special Qualities:

This Item will break in (5) Hits.

 

Name: Ancient Sword
Description: A Glowing energetic Blade forged through Sheika Technology, it's blade is sharp, but It is very fragile.
Type: Weapon
Damage: 1d6+Str
Minimum Stats:
Weight: 0
SYN Threshold/Bonus:

Special Qualities:

This weapon will break in (1) Fight, on the first hit dealt with it after that.

This weapon crits on the hit that breaks it.

 

Ancient Shaft

 

Ancient Core

 

Ancient Screw

 

Ancient Spring

 

Gozer and Dackly, the Absolute Coolest, Ever!

Spoiler

Name: Gozer and Dackly

Class: Duo Disruptor

Age: 10,100 and 900

Gender: N.A and Female

Race: Earth Elemental and Plant Gorgon

Sex: N.A and Female

Appearance: A female snakewoman wearing a vest with a head full of snakes, Dackly has a single large eye, and soft features. Gozer is a Burning Green Flame in a construct made of Magnetite, Hematite, and Stone shaped into Tetrinominodes. The construct looks like a lifelike squirrel.

Personality:Dackly and Gozer are the best of friends, Dackly is outspoken, Kind, and Friendly, while Gozer is stoic, reasonable and a bit of a doormat to Dackly's Machinations.

 

Backstory/Explanation:Once an ordinary Gorgon/Earth Elemental duo from the humble world of Angel Land, they fought against Trespassers once before, ending up in the void between worlds before their quest had completed, Gozer sacrifices himself and his essence to give Dackly a Dimensional Wreath to survive the Caustic Nature of the Void, at which point Dackly fell into a universe known as the Trinity of Realities, from there, she had several adventures with a Draconic Necromancer named Varlis, and Learned the techniques of his world. She was converted from her being as a mass of souls to a living creature made from plant matter in a magical accident, Varlis, Being a necromancer, had no trouble resurrecting Gozer from the dead, reuniting the wayward Dynamic Duo once more. When the call to save the multiverse spoke to them, they gave each other only a hint of a grin, and fell into the world they were called to, accepting the adventure ahead.

 

Dackly:

 

Level: 2

EXP: 100

HP: 38/38

Init: 0

Stats:

Constitution: 2

Resistance: 0

Dexterity: 0

Intelligence: 7

Strength: 7

Synergy: 2

 

Complexity:

 

Equipment:

 

Name: Dackly's Unfortunately Violent Club That Is Really A Nice Weapon Once You Get To Know It

Description: A giant club made of a rolled up steel plate in the shape of a cone, it is covered in glowing green spikes, inside the cone, a machine clubs everything inside the cone with clubs covered in poison

Type: Melee

Weapon Effect: This weapon can be forced over a target, equipping itself to them if they do not meet it's stat requirements. If a target is equipped with this, without meeting it's stat requirements, they are damaged by an autoattack from this weapon every turn. Attacks from this weapon deal 1d4 Poison Damage for 3 turns, non-stacking.

Damage: 6d4

Minimum Stats: 7 Str

Weight: 14

SYN/INT Threshold/Bonus:

-Disable: This weapon, if autoequipped, stays such for 10/INT turns. (This can be upgraded later.) When it expires, the autoequip stops functioning until the user repairs it out of combat.

-Flammable: If the wielder has 10 or more INT, they can replace the poison damage with 1d8+SYN, or 2d8, burning damage.

-Unwieldy: This weapon has unusually high weight.

 

Name: Dackly's Absolutely Unequivocally Cool Stone Rapier

Description:A Stone Rapier made from magical stone, it is nearly indestructable and lightweight.

Type:Melee Weapon

Effect:This Weapon does not take up a weapon slot, it also deals pure damage on attacks which use it as a damage source.

Damage: 2d8+Str

Minimum Stats: 2 Str

Weight: 2

SYN/INT Threshold/Bonus:

5 Syn: Change Damage Dice to 5d4

10 Int: Riposte: Deal 4 Damage to enemies that completely fail an attack automatically, this is limited to proccing twice per turn.

Special Qualities:

This Weapon is Unholy

 

 

Name: Gozer's Really Quite Neato Orb of Energy Cube

Description:A coppery colored Metal Orb.

Type:Bauble

Effect:Add 3 RES to a given target at the start of battle, spawning a magic cube to block damage for them.

Minimum Stats:1 Syn

Weight:1

SYN/INT Threshold/Bonus:

 

Name:Dackly and Gozer's Scrapbook I guess It's Magic?

Description:A book containing Dackly and Gozer's Adventures, It is covered in mementos of their travels.

Type:Bauble

Effect:When used, Libra A target, Granting a short blurb about them, and revealing their health. Can only be used once per battle.

Minimum Stats:None

Weight:1

 

Perks:

 

Dackly and Gozer, Back in Action!

Dackly has a Companion Summon named Gozer, they are the best of friends, and can hardly work apart, though they ARE independent.

Both Gozer and Dackly are at 2/3 a normal player level.

 

Chromapathy

Enables Gaze Attacks, powerful techniques which enables the user's gaze to affect a target depending on the emotions involved. A target who has been afflicted by a gaze attack is helpless when defeated, rather than destroyed.

 

Well Versed

The User has been around the block a few times. The user can learn skills for 1 AP, as long as they came from a Helpless or Friendly target. These skills are marked "Blue Art"

 

Suffer for Art

When Dackly or Gozer is Downed, the other loses half their remaining health, no matter where they are.

 

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: Lash Out!: Deal Weapon Damage.
Basic Defense: Stout Guard: Block 50% of incoming damage.

 

Level 1 Nyx's Soul Spear; "Redeeming Darkness": (Blue Art, Gaze): Dackly focuses on Feelings of Honor and Glory, Creating a Spear of Cooling Shade, which deals Int+1d6 Damage, and inflicts Blind, based on the amount of hatred stacks a target has, divided by their level as a percentage.  If a target is defeated by this skill, or hit by it after being defeated, they are purged of corruption, or, failing that, the remains of their host are saved and preserved by divine magic until it slowly recovers.  Enemies are considered Helpless in this state.

 

Level 1 Parry: (Blue Art) The user calls an attack, and if it would happen, it is cancelled, and the attacker is stunned for 1 turn.

 

Level 1 Soften: Dackly focuses on Feelings of Love and Caring, flooding a target with positive emotion, and Softening them.  The Target Loses All Hatred Stacks, and is cured of a status ailment, such as Petrify, Stun, or Paralysis, However, Targets are afflicted with "Softened" Stacks equal to lost Hatred Stacks.  If the target's health would reach 0, Soften Stacks act like health instead, but all stats are reduced to zero, and all skill numbers are as well.  Enemies are considered Helpless in this state.

 

Level 4 Petrify: (Gaze): Dackly focuses on Feelings of Hatred and Fear, blasting a target with pure hatred, which feeds on the targets fear and inflicts Int+1d6 Hatred Stacks.  This is considered a status effect, whose effects (But not application of the stacks) can be resisted by specific defenses, such as Mirror Mail, True Heroic Resolve, and being made of stone, but cannot be cleansed.  When Hatred Stacks Exceed Remaining Health, the target is petrified, executing them.  Enemies are considered Helpless in this state.

Level 2, Stacks increased to Int+1d10

Level 3, Stacks increased to Int+2d8

Level 4, Stacks increased to (2*Int)+1d6

 

Level 4 Schadenfreude: Dackly uses the hatred and fear she has seeded in a target to steal their knowledge.  Dackly gains Int equal to 1/10 of the Hatred Stacks she has dealt to a single target for 3 Turns. Once Per Combat Cooldown.

Level 2, Amount boosted to 1/8 Hate Stacks

Level 3, Amount boosted to 1/6 Hate Stacks

Level 4, Amount Boosted to 1/4 Hate Stacks

 

Gozer!

Spoiler

Level: 2
EXP: 100

HP: 38/38
Init:

Stats:
Constitution: 2
Resistance: 7
Dexterity: 0
Intelligence: 1
Strength: 7
Synergy: 1

Actions:

Level 1: Gozer Dozer: Gozer Deals Str+1d6 Damage to a target, and Knocks them Over, if the target is In a Reactive Stance or Charging an action, Check Str V Str, or have it interrupted.

 

Level 1: (Blue Art) Deleterious Bomb: Gozer Creates an invisible bomb from psychic energy, deal (Str/2)+1d4 Damage per turn charged.  If Gozer is defeated, the bombs go off, and deal doubled damage.

 

Level 4: (Blue Art) Royal Guard: Gozer adds his RES to a target's RES for one turn.  This Target can be himself, effectively doubling RES.

Level 2: Gozer can do this to 2 Targets, but it gains a 1 Turn Cooldown.

Level 3: Gozer can do this to 3 Targets, but it gains a 2 Turn Cooldown.

Level 4: Gozer can do this to 4 Targets, but it can no longer be used this combat.

 

Level 4: (Blue Art) Overed Core: Gozer removes his limiters, disabling cooldowns for this combat, in return for halving his health for the next 3 combats, and halving his current health for this one.

 

Level 1: (Blue Art) Fulton Recovery Device: A Set of Highly Pressurized Balloons, hidden in a compartment of Gozer's Body, they can take most objects or entities back to base, so long as they are Helpless or Willing.

 

D&G Inventory

Spoiler

Crackpot: This Pot melts things down into conceptual liquids, which change based on what they are poured onto or into. Pouring it out on the ground results in a combination of what was in it.

 

Edible if you try really hard Duct Tape: A Roll of Tape made with Silvery Spider's Silk and Strong Chemical Glue, this tape is extremely strong, though it's glue is highly toxic to skin, but strangely enough, not to eat.

 

Pickaxe

 

Dimension Redundancy Wreath: This Glowing Energy is enchanted to allow Dackly and Gozer to survive the end of a universe, reducing their powers when activated and enabling temporary Interdimensional Travel when they complete their job in a universe or series of universes.

 

Edited by Hal Henderics
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possibly never going to be used 

 

Name: Yamaguchi Masaru 
Age: Around 30, though he appears physically younger. 
Gender: M
Race: Quarter-Dragon (Human)
Sex: M
AppearanceA muscular and quite tall man with blonde hair and dark violet eyes. He has a somewhat angular, sharp face, with thick eyebrows. His hair is kept at a bit shorter than shoulder length and is the sort of "organized mess" that one tends to see. His outfit is mostly black, with a slightly form-fitting shirt with a low neck and functional pants. He wears a cape that splits into three sections; the collar and the portions near the pins at his shoulders are trimmed with yellow. 
Personality: An odd mix that could be described as "restrained fury." A passionate individual that lets emotion guide him without letting it overtake him - as much as his dragon blood threatens to do so at times. Good-hearted with an innate desire to help people, though this may sometimes manifest as overbearing; he's somewhat unwilling to let people make decisions for themselves if he believes he might be able to do a better job. 
Battle Theme: ROKUMON (Remix)

Character Theme: ?

Backstory

 

 


Masaru hails from a land known as Choukosui, or Kibwe, depending on who you ask; Choukosui was the name of the area under the Seven-Rayed Empire, with Kibwe being the more local name. There are numerous disagreements as to which name is older, and the point may never truly be settled. Regardless, like many locales in Sararhiod, it has a great need of wandering explorers, mercenaries, and problem-solvers; in other words, adventurers.
    Masaru, being one-quarter dragon, found such a life to be quite appealing; he had a natural edge in physical and magical power over most, and it’d allow him to satiate the greed that he’d inherited from his grandfather without feeling too bad about where the wealth came from. (He particularly likes to collect gemstones, both out of preference and the practicality of condensing wealth while on the move.) It didn’t take him long to gather a band of like-minded individuals around him; though he isn’t the greatest tactician to ever live, he functioned as the leader of his particular adventuring group. (It’s worth noting that he tended to drive off anyone who might have taken his place as leader.) 
A dwarven artificer, her quick thinking saving the bacon of the group more often than they might like to admit, an elven paladin who was often instrumental to said bacon-saving as long as he was steered toward people who actually needed healing and not offering his “magic hands” to various women, a startlingly well-spoken kobold who alternately stopped bacon-saving from being needed and did the exact opposite of such, and a human archer who mostly just wanted to shoot things. These were his companions, and to this day would still fight alongside him if he hadn’t mysteriously vanished while they were exploring an old castle. . .

 


Level: 4
EXP: 200

HP: 48
Init: +5

Stats: 0/25


Constitution: 3
Resistance: 0(+5)
Dexterity: 5
Intelligence: 0
Strength: 15(+2)
Synergy: 6

Equipment:

Name: Tower Blade
Description: A hulking weapon wide enough to be used as a shield with a flat end. Despite the massive size, the craftsmanship of the bronze-tinged silver blade is fine, if rather simple. The handle is wrapped in cloth for a more comfortable grip. 
Type: Weapon
Damage: 5d6+STR(+1d4)
Minimum Stats: 8 STR
Weight: 12
SYN Threshold/Bonus: Every 5 points of SYN adds a d4 of lightning damage. 

-Sturdy Blade: Enhances the wielder's Basic Defense by subtracting their level from the damage they take while in use. 

 

Name: Impressive Pecs
Description: Abs are great, but they're not the only thing a guy can have. 
Type: Armor
RES: 4 + level/2
Minimum Stats: 4 STR
Weight: 5
SYN Threshold/Bonus:

Body Building - Your pecs get better as you get stronger. Adds half the user's level to the RES bonus. 

 

Name: Multitudes of Belts
Description: Every self-respecting protagonist has a belt. Or two. Or five. 
Type: Bauble
Minimum Stats: N/A
Weight: 1

Fighting for Friends: This item serves as a memento of one's origins and the people one has known. This morale boost adds 1 STR every two levels. 

Perks:

Blood of Thunder - +1 SYN per level.


Dragonheart - Raises the cap on STR by an additional point per level. 

Stance Fighting - AP can be spent on Stance actions. A stance has three linked actions to it; one must spend a turn entering the stance, and then on the next the stance is used to execute one of the linked actions; taking the action causes one to leave the stance and return to normal. 

 

Flaw: Guard Break - Upon taking more than 50% of his max HP in total damage during an encounter, Masaru is stunned and loses his current stance. (This damage is racked up and not reset by healing. This can proc more than once per encounter. Does not include self damage. Resets on proc.) 


Actions: 0/16

Basic Attack
Basic Defense - Parry: Masaru deflects incoming attacks with his weapon, reducing their damage by 50%. 

 

Wary Fighter (Passive): Masaru adds 3 to his RES while he is in a stance. 

-Level 2: Adds 1 more RES. 

 

Cleave (Passive): Masaru's basic attacks deal STR/2 damage to a random enemy other than the one he targeted.

-Level 2: Removes chance of failure.

-Level 3: Increases damage by STR/4

-Level 4: Increases damage by STR/4 for a total of STR.

 

Fang Stance: An aggressive stance meant for inflicting maximum damage on foes.

-Rending Fang: A single, heavy blow that deals double the normal damage of a basic attack.

-Crushing Fang: An unbalancing strike. Deals [STR] damage and causes a STR vs CON save; if the enemy fails, they are stunned and Masaru makes another basic attack against them. 

-Piercing Fang: An attack that pierces a foe's armor and leaves them vulnerable, dealing basic attack damage and reducing their RES to 0 for this hit and the next. 

 

Wing Stance: A stance intended to allow freedom of motion and quick strikes. 

-Winged Strike: Masaru drives forward at high speed, infusing himself with lightning to boost his speed as he runs blade-first. Deals basic attack damage+SYN, and always strikes first. 

-Raking Slash: A rapid flurry of blows that hits 3 times for 75% basic attack damage (before reductions.) 

-Flash Wing: Rushes at an opponent, and then flash-steps behind them. The targeted opponent's attack has a 50% chance to miss if it targets Masaru, and Masaru's attack will happen immediately after the opponent's if they target him. 

 

Brave Stance: A reckless stance that offers even more damage and effects in exchange for leaving one vulnerable or damaging one directly. Brave Stance moves cause Masaru to take 30% more damage on the turn they're executed, before reductions.

-Oversoul Thunder: A sweeping, lightning-charged strike that deals STR+SYN+1d8 damage to all enemies in an encounter at the cost of dealing 10% MHP damage to himself.

-Dragon's Rage: Make three basic attacks at full damage, split among any number of targets, and take 20% MHP in damage. 

-Dominate: Deal a basic attack with additional SYN damage and stun the target [STR*2 vs INT]. Cannot be used on the same target twice in a row. Take 10% MHP damage.

 

Hunter's Stance: A more defensive stance focused on maintaining one's pursuit of an enemy than actually bringing them down. 

-Scaled Strike: An attack that keeps Masaru's weapon firmly between him and the enemy's. Perform a basic attack and gain 50% as if you'd used a basic defense. 

-Siphoning Blow: A basic attack that refunds all of the damage it deals as healing by channeling the energy back toward Masaru.

-Thundering Strike: A blow that releases a burst of lightning and sound that makes it difficult to approach Masaru or hit him with ranged attack. Deal basic attack damage, and increase RES by half that value until your next turn.


Inventory:
 

 

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Sheet for my secondary character:

 


Name: Navin Gopinath Mhasalkar, the Flame of Maharashtra
Age: 23
Gender: Male
Sex: Male
Race: Human
Appearance: Navin is 5'8" tall, with a build that manages to avoid being bulky despite being quite muscled -- he's moderately lean, all in all. His skin is a light brown, and occasionally dotted with small scars, though the fact that none are too big perhaps speaks for something. His hair is black and curly, albeit barely even medium in length, and his eyes are a chocolate brown color.

His costume is a jumpsuit (as is common for a superhero), mostly white in color but with saffron lines crossing and crisscrossing his body -- there are only a few of them, and they're fairly thick, creating a simple but visually striking design. There's a splash of a second color on his uniform too, the purple color of a design of the Pride of India flower, on his right breast.

Personality: Navin is an extremely humble and underspoken type; it's not like he doesn't speak a lot, but he rarely puts too much excitement or pride into his speech, especially regarding himself; Navin takes an almost self-deprecating stance, not typically comfortable with praising himself -- but this belies a quiet confidenxe he usually has. This fits in neatly with a deeply fatalistic worldview -- Navin believes that there are certain choices that happen, that are important -- and that their consequences are long and far-reaching. He believes that his own powers and life as a hero have primarily been a part of those Consequences, the results of Choices made by others. It has been willed he will be a defender, and reinforced by the choices other people have been made and the power he has been granted, so a defender he will be.

Level: 5
HP: 55
Init: 1d20+5

Stats:
Constitution: 5
Dexterity: 6
Intelligence: 2
Strength: 10
Synergy: 11

Perks: Vyāna: Navin's power is infused deeply within his circulation, his movement, and his body, a kind of circulatory inner energy. It's thusly that his method of using it fundamentally combines physical strikes with explosive power, and his explosions usually come with punches and vice versa. Any damaging non-weapon attack action Navin creates with +STR gets +SYN automatically, and vice versa.

Superhero: Navin wasn't born with his power, but he is a superhero and as he grows so does the strength of the power, causing him to be able to project more energy with each explosion. +SYN per level.

Fistfighter: As a superhero who fights unarmed and up close, Navin has found it a necessity to learn martial arts -- and he's learned Aikido, which gives him ample methods to redirect blows or weapon strikes directed at him. [Dex*3] chance to dodge melee attacks.

 

Shell-Shock: No, Navin isn't specialized in giving his enemies PTSD. What he does do, however, is hit them with waves of explosive force from very close by, and this is the sort of thing that tends to force people off-kilter. When Navin hits an enemy with a damaging, non-AOE STR+SYN attack, he has a [STR+SYN]% chance to remove all of their buffs (or against a boss, one buff).


Flaw: Fatalist: Navin doesn't see a way to fight his destiny. After all, he's been entangled within it ever since that fateful day outside Mhasas. Why would that stop just when it hurts? Navin rerolls all save rolls and takes the lower result.

Actions:
One-Two Punch (Level 6😞Navin flows his energy into his right arm for an explosion punch, then he twists and smoothly circulates it into his left arm, dealing an explosive punch with that arm too. It's a fairly intensive maneuver, though, given its speed. Navin does 4d6+STR+SYN damage, twice. 4 turn cooldown.

Level 2: Upgraded from 1d4+STR+SYN to 1d6+STR+SYN damage.

Level 3: Upgraded from 1d6+STR+SYN to 2d6+STR+SYN damage.

Level 4: Cooldown decreased from 5 to 4 turns.

Level 5: Upgraded from 2d6+STR+SYN to 3d6+STR+SYN damage.

Level 6: Upgraded from 3d6+STR+SYN to 4d6+STR+SYN damage.


Piercing Strike (Level 6): A skill honed during the war against the heavily armored Kemenel in which Navin gained his fame, Navin channels an explosion through straight fingers, focused extremely effectively. Deals 4d6+STR+SYN damage and bypasses damage resistance. 2 turn cooldown.

Level 2: Upgraded from 1d4+STR+SYN to 1d6+STR+SYN damage.

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

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

Level 4: Upgraded from 3d6+STR+SYN to 4d6+STR+SYN damage.

Level 5: Upgraded from 4d6+STR+SYN to 5d6+STR+SYN damage.


Rocket Shove (Level 2😞Navin applies his power rather differently, boosting a push with an explosion in order to stun an opponent rather than focusing on harming them -- in fact, here, he often focuses on nonlethality. Stuns a non-gigantic enemy for a turn. 2 turn cooldown.

Level 2: Cooldown decreased from 3 turns to 2 turns.

 

Concussive Slap (Level 3): Navin applies a slap to his target... it's just that this slap is prefaced with a concussive explosion, widely dispersed with his outstretched palm, before it hits, staggering the enemy. Navin deals 2d6+STR+SYN damage, and reduces their INIT by his SYN. 1 turn cooldown.

Level 2: Damage increased from 1d4+STR+SYN damage to 1d6+STR+SYN damage.

Level 2: Damage increased from 1d6+STR+SYN damage to 2d6+STR+SYN damage.

 

Detonating Throw (Level 2😞Navin goes for an opponent who has just made an attack, takes advantage of their momentum, and bodily throws them. With an explosion. The explosion in particular hurts what they used for the attack. 1d6+SYN+STR damage, gives the target 1 turn of cooldown on their last-used move. 1 turn of cooldown.

Level 2: Increased from 1d4+STR+SYN damage to 1d6+STR+SYN damage.

 

Knockout Punch (Trick): Navin isn't always trying to horribly murder his opponents with explosion punches; in fact, he will go to nonlethal force unless in some circumstances, circumstances which invariably mess him up. For these purposes, he uses a normal punch on his enemies. 1d4+STR damage, which is always nonlethal.

 

Blast Propulsion (Trick): Navin is capable of using small explosions to somewhat clumsily propel himself faster through combat -- it will tend to bang him up a little, since he can't completely mitigate the recoil for obvious reasons, and it won't get him too fast lest he manage to knock himself out, but it does have the potential to be useful. Navin can sacrifice up to [CON] HP to raise his initiative by that much.

 

Equipment:

Kemenel Infantry Plates (Level 2): A set of a couple of plates looted from the armor of an alien Kemenel soldier during the Invasion. These dimpled plates, painted white, thick and straight-edged, are made of a plastic-like material that takes advantage of Kemenel hardening technology to be light and yet difficult to pierce or cut. 20% resistance vs piercing and slashing damage. 6 weight.

Level 2: 20% resistance vs slashing damage added. 3 weight added.


Bag of Sacred Sweets: A small bag of hard candies that seem to automatically replenish. A purported Hindu holy man gifted these to Navin, stating that they were blessed by Ganesha, a Hindu god who among other things is a remover of obstacles. Navin's a devout Hindu, but he's a bit skeptical. Still, they seem to work. Once per plot this bauble can be used to cancel a stun effect in place on Navin.

 

Mhasas Ribbon (Level 3): A red ribbon tied around Navin's wrist, produced by a rather more reputable source to Navin (specifically, his little sister). It seems to bring general good luck to him. The enchantment is... difficult to ascertain as divine or not, for those with sensitivity to that. It's similar, perhaps. 15% chance to resist ailments.

Level 2: Ailment resist chance increased from 5% to 10%.

Level 3: Ailment resist chance increased from 10% to 15%.

 

Potion of Health x2: Potions full of, uh, red healy stuff. Seems... reliable...? Can be quaffed to instantly regain 25% health.

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Considering replacing Katsuo with this. Not sure. Depends on how important anthropomorphic Gwaedu is to people. Mostly balanced, actions may need some tweaking

 

In light of recent developments, Nessie is definitely happening. The question is whether I keep Katsup or run Shion

 

Name: Artitha/Nessie
Age: Centuries. Physically about 17
Gender: Female
Race: Wish
Sex: Female
Appearance: A skinny young woman with a modest yet pretty figure. She has short silver hair and bangs which frame her soft, androgynous face and wave dramatically in the wind. One small section on top seems insistent on sticking forward regardless of what she does with it. Her large eyes are a dull pink, they always seem unfocused and distant. She wears a grey bikini with green bows on it as well as a misty grey cloak that she uses as camouflage. She very occasionally wears a similar bow in her hair, holding it back in a short ponytail. She carries an ornate silver and green sword which serves as her main weapon.

 

Personality: Thanks to her reclusive past, Nessie often comes off as rather naive, particularly when considering her age. However, she does have a level of maturity to her, and may even seem rather jaded on certain topics. She's naturally curious, which often puts her at odds with the cautious outlook she's developed. She wants to understand herself and who she was meant to be, and one day fulfill the wish that birthed her.

 

Level: 3
EXP: 0

 

HP: 51

Init: -6+1d20

 

Stats: 22
Constitution: 4
Resistance: 5 (8)
Dexterity: 0
Intelligence: 0
Strength: 7 (8)
Synergy: 6

 

Perks:
-Eternal Arms Mastership: Nessie can always use her basic attack regardless of status
-Reflection of Hope: Allows Nessie to weild Excalibur Reflect
-Noble Phantasm: Gives Nessie the action, "Excalibur Reflect, Sword of Mirrored Victory"
-Presence Concealment (flaw): Nessie has become so good at hiding that she's even hidden from her allies. Allied AoE attacks deal 50% of their damage to Nessie

 

Equipment:

Spoiler

Name: Excalibur Reflect
Description:
Type: Weapon
Damage: 8(+2)d4+STR
Minimum Stats: None
Weight: 14
SYN Threshold/Bonus: Adds 1d4 damage per 3 base SYN (2)
Special Qualities:
-Bound
-Reflection of Hope: Can only be wielded by Nessie
-Amplifier: Nessie gains an extra 0.[2SYN] STR while Excalibur Reflect is equipped

 

Spoiler

Name: Mist Cloak
Description: A misty cloak that Nessie wears, she can pull it over herself to hide herself
Type: Armor
Armor: 3RES
Minimum Stats: 4STR
Weight: 6
Special Qualities:
-Hoax: Nessie can activate the cloak to hide herself, granting her a 50% chance to dodge attacks. 2 turn CD

 

Spoiler

Name: Samuel's Ring
Description: A silver ring once owned by a friend. Nessie wears it to remind herself of her own strength
Type: Bauble
Minimum Stats: 3SYN
Weight: 0
Special Qualities:
-Hopeful Memories: Allied buffs grant Nessie +1DEX for the duration
-Painful Memories: Nessie takes INIT damage at the start of an encounter, reduced by RES. Does nothing if INIT is negative

 

Actions: 0AP
Basic Attack: Deals Excalibur Reflect's damage
Basic Defense: Blocks 50% of damage

 

Excalibur Reflect, Sword of Mirrored Victory (perk): Deals a basic attack that hits every enemy. (Treated as a single basic for the purpose of Nessie's other skills and the roll itself.) 50% of damage is dark while the other 50% is light. 6 turn CD

 

Monstrous Strength: Nessie's next basic attack has its damage multiplied by 1.5. 2 turn CD. Cannot stack with itself
-Level 2: Multiplier increased to 2
-Level 3: Lasts for two basic attacks

 

Holy Light: Nessie's next basic attack restores Nessie's HP for 25% of the damage dealt. 2 turn CD. Cannot stack with itself

 

Shadow Lash: Nessie's next basic attack ignores RES. 2 turn CD. Cannot stack with itself

 

Empowered Spirit: Nessie's next basic attack adds her SYN to its damage. 2 turn CD. Cannot stack with itself

 

Remembered Patience (passive): Nessie gains +1RES for each basic attack self-buff she has active. Max 3

 

Legend of Loch Ness, the Monster in the Deep: May only be activated in water. Nessie transforms into a plesiosaur for 3 turns, disabling her other actions and granting her first strike for the duration. May be reactivated to deal 3STR pure damage to a single target. 4 turn CD, starts after the effect ends (including if the effect is ended early)

 

Inventory:
Empty

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Vora:

 

 


Name: Vora Vesour
Age: 23.3 years (in Earth years... she is only about 12 Standard Dangoian Years (SDY) and about 20 Standard Higerian Years (SHY))
Gender: Female
Race: Vampeirn
Sex: Female
Appearance: Vampeirians look similar to Twi'lek from Star Wars, but are all grey, lekku are half as long, their ears are more similar to that of a bat, and thier eyes are ice-blue in color. The uniform is similar to that of the imperial officer uniforms form Star Wars, but darker grey with a dark blue trim. Vora is 5'5"

 

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Sprites:

No Emotion:yGA1SzG.png

 - HD:

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Happy:mlFMZJC.png

 - HD:

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Angry:tiK1x9B.png

 - HD:

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Armor(?):6zon5E1.png

 - HD:

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Young:N303V7A.png

 - HD:

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Personality: Vampeira, the 42nd Moon of the planet Dango, is in darkness most of the Dangoian year. this being said, the beings from this planet are not sensitive to light; rather, they use sound more often. Vampeirians, the intelligent species from the rather large moon, have evolved from a species that originated on the planet Ferdie, but was distributed to several of Dango's moons several thousand years ago as an experiment. the Vameirians are a militaristic democracy, and only inhabit a small portion of their moon. after being officially recognized as part of the Higerian solar system, the Vampeirians moved away from their home world, and live on many of the other planets in the system. Vora is one of a few who moved to Dangoian Moon 7 to work for their extensive defense network. Vora, at the time of her being pulled out of her universe, had just escaped the destruction of the moon by the war-mongering race known as the Izerics. 
enough of with the backstory, let’s get to who she is as an intelligent being. Vora is a very determined individual, who will stop at nothing to complete an objective; however, she would rather everyone survive in the process. Thus she does not put up with bullshit from anyone in times where it is not appropriate (In battle, during an operation, during anything that might require stealth or any amount of concentration, etc.). her social side is almost non-existent around those she does not trust or know very well (thus she will come off as kind of mean at first, and probably for a while before she actually gets to know the group). Vora's life up to a few hours before arriving was quite average for a Vampeirian, complete with a compulsory 5-year military service, compulsory one-year civil service, and further, voluntary, military and political involvement.


Level: 3
EXP: 200

HP: 57
Init: DEX + 1d20

Stats:(22)
Constitution: 6
Resistance: 3
Dexterity: 9
Intelligence: 9
Strength: 1
Synergy: 0

Complexity:

Equipment:

Name: Pilot suit
Description: A simple cloth suit worn by pilots in the Vampeirian Extra-Terrestrial and Arial Combat Corps (VETACC)
Type: Armor
Armor: 1
Minimum Stats: 1 STR
Weight: 1
SYN Threshold/Bonus: N/A

Name: Pilot's Pistol
Description: a plasma-rail pistol. fires high-energy bolts of plasma at high speed.
Type: Weapon/Ranged
Damage: 1d8 + DEX 
Minimum Stats: 1 STR
Weight: 2
SYN Threshold/Bonus: N/A

Name: Med-Kit
Description: Medical bag
Type: Bauble
Weight: 3
Increases healing done by Vora by +(INT/2)

Perks:
- Piloting skills: DEX +1*lvl
- Diplomacy: INT +1*lvl
- Power Suit: Vora has a Power Suit that does things, after 3 turns she can summon it, it has HP equal to her Max HP and uses 10% of its HP every time it attacks. +lvl RES. only able to summon once per plot.
Flaws:
- Life in the Dark: Vora's eye-sight is not the greatest. In bright light, her actions are only 60% effective (-40% damage, heal, and poison).
*note: bright light is considered anything brighter than the average lumiosity of the interrior of a building.

Actions:
- Basic Attack: fire pistol for 1d8 + DEX
- Basic Defense: Dodge (resist 50% incoming damage before other reductions)
- Heal: heal target for 1d4+CON. 1 turn cooldown.
 - lvl2: heal 1d6+CON. "
 - lvl3: heal 2d4+CON. "
- Energy Overload: Overload Pistol Energy to do 2x the damage. 5 turn cooldown
- Punch: Stun. 5 turn cooldown.
 - lvl 2: 4 turn cooldown.
- Bite: 1d4 Poison. 3 round cooldown.
 - lvl 2: 1d4 + CHAR_LVL Poison.
Power Suit:
 - Power Suit Basic Attack: BFG: 3d6 + DEX
 - Power Suit Basic Deffence: Blocks 50% of damage before other reductions
 - Over Powered: Overclock the BFG to 300% (3x damage). additional 10% reduction in health. 5 turn cooldown. 1 turn chargeup.
 - Living Barrier: one enemy targets Vora's Power Suit until her next turn or until the suit dies (whatever comes first). 1 turn cooldown.
  - lvl 2: regenerate 2% HP for every attack against Vora's Power Suit until action ends
 - Quick-Fly: First Strike while active. for two turns, Vora's Power Suit can fly. -5% HP per turn instead of the -10% for the action.
  - lvl 2: three turns.
 - Electroplate: Passive. Blocks 5% of damage before other reductions.

Inventory:
 - Higerian Credit Chip (HCC)
 - Higerian ID Chip (HIDC)
 - Higerian Military ID Chip (HMIDC)
 - Data Chip containing data on the attack that destroyed the 7th moon of Dango (DC)
 - Higerian Diplomatic Certificate Chip (HDCC)
 - Pilot’s Pistol
 - Med-kit
 - small smart-phone sized computer 
 - Universal Charging Pod for computer (UCP[AC and DC output options])
 - Six-days worth of military rations
 - Dangioan Temporary Citizen of DM7 ID Chip (DTCIDC|DM7)
NOTE: all things labeled as 'Chips' are basically electronic functional tattoos with Identifiers built in using EM (similar to an ID card). these are located in her lower right arm, and right head tail, and are gold in color
OTHER NOTE: Dango, in this case, is pronounced (Dan-Go) not (Don-Go)... just thought I would throw that out there...
 

Edited by Astrorious
Updated to add new abilities and a flaw
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Behold, my Tertiary, far better optimized than both Aurora and Tesla put together!

 

Alba "Ghost"  Vincula

Spoiler

Name: "Ghost"... at least, that is what the desert folk call her. 
Age: She appears somewhere in her mid-twenties, but…
Gender: Female
Race: Human
Sex: Female

Appearance: A lean and toned Woman with a complexion so pale it's almost translucent, standing approximately 5'7". Locks of hair whiter than virgin snow frames her face and extends down her shoulder. Her eyes are a deep scarlet that constantly burn with a faint energy, flaring to be bright as a sun in certain states of emotion duress. Her heart shaped face is marked by a straight, roman nose, though it’s oftentimes obscured by a set of heavy facial wrappings, leaving only her eyes visible. She often obscures herself in a cream colored cloak that flows down to her ankles. Beneath said cloak lies a set of scale mail and hide robe, a fiery amber in color with splotches of black scattered here and there.


Personality: A woman whose pragmatic nature and hard-knocks brand of worldly wisdom is only rivaled by her penchant for loyalty, her presence is nearly as feared and respected as the Deva under her command. Ghost is, as many would attest to, one who is unflinching in the face of hardship, stoic, unwavering, and not at all to make the hard decisions where others are either too afraid or too weak to do so. She advocates the idea that people should strive to be self-sufficient and capable of helping themselves rather than playing damsels in distress, and, in the past, has even gone out of her way to help those who lack the strength to help themselves develop it. Despite this though, she does acknowledge the fact that at times, even those who are strong enough to help themselves can still encounter odds they need help to overcome...

        When beset with the presence of individuals who would tear down the strength of other people so that they can subjugate and enslave them however, or encountering an individual who makes a mockery of the powers of a Caller, not even the Storm King Tama Vajra can rival the depths of her rage…which makes her all that much more of a force of nature.


Level: 4 (Effectively: 5)

Level 5 cap=12
EXP: 300

HP: 54 
Init: 3(+6)=9 
 
Stats: 26/26 
 
Constitution: 2 
Resistance: 2 (+10)=12 
Dexterity: 3 
Intelligence: 5 
Strength: 7 
Synergy: 7(+5)=12  

Complexity:

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Equipment:

Weapon (1/1)

Saviour's Recompense

Spoiler

Saviour's Recompense

Description: A double chambered, inline ocarina, beautifully crafted out of pure gold and bearing silver inlays along it’s body, so finely polished it seems to reflect light almost like a mirror. There is an inscription on the back of it, apparently some form of a heartfelt thank you message, as well as a testament of “Mitratva”, from the ruler of a desert land.
Type: Weapon
Damage: 2d6+Syn(+2d4)->effectively 4d5+Syn Sonic Damage
Minimum Stats: 3 Str, 3 Syn
Weight: 5
SYN Threshold/Bonus: Every 5 points of Syn adds another d4 of sonic damage (2)
Qualities:
-Bound
-The Desert Queen’s Gratitude: This weapon was crafted as a heartfelt gift of thanks for a national and personal service, and the powerful bond of friendship it represents between a ruler and the woman who came to her aid during her country’s darkest hour, only serves to further bolster the user’s Voice when they play it. [This weapon deals 25% more damage if the Enemy is suffering from a negative Status]

Armor (1/1)

Ulmuka Mail

Spoiler

Ulmuka Mail
Description: An outfit of mail and attached robes fashioned from the armored scales and hide of the Ulmuka: a massive, foul-tempered species of lizard that often roam the desert, known for their penchant of spitting hot fire when angered. It is said that the spirit of the beast persists in its hide even after death, defending worthy warriors who don it...
Type: Armor
Armor: 4+2*+1 per 2 levels (8 currently)
Minimum Stats: 2 Str
Weight: 5
SYN Threshold/Bonus: 10 syn [+2 Res]*, 20 syn [+2 Dex]
Qualities: N/A

Baubles: (2/3)

Song Talisman

Spoiler

Song Talisman
Description: A pendant made of a shining, golden crystal known as Vocalite that is worn on a choker around its wearer’s neck. Vocalite is a peculiar mineral, mined from deep beneath the surface of the world that resonates to the power of the Sacred Voice, and for this reason is used in various peices of equipment to strengthen a Godspeaker's abilities. This particular peice has been specialy made to enhance the bond between Caller and Deva...
Type: Bauble
Minimum Stats: 1 Syn
Weight: 2
SYN Threshold/Bonus: 10 syn [+2 Res]*, 20 syn [+2 Int]
Qualities:
-Bound
-Unbound Voice: The Wearer is immune to being silenced/sealed

Retractable Hand-razors

Spoiler

Retractable Hand-Razors
Description: A set of cybernetic razors implanted within the fingertips of the wearer's hands. They can be extended and retracted at will for easy concealment, essentially resulting in the user always being armed, no matter where they go.
Type: Bauble
SYN Threshold/Int Bonus: 5 Int: Handrazor Surgeon: [Adds a Bleed status to the Concealed Strike effect of this bauble, inflicting 1d4 damage for 2 turns if the targets fail a check of Str vs Con. The bleed di increases every 2 levels, according to the following table: ((1d4-1d6-1d8*-2d4-1d10-1d12-2d6-3d4-2d8-4d4-3d6-1d20-2d10-5d4-3d8-4d6-6d4-3d10-5d6-8d4))]
Special Qualities:
-Sub-dermal: [This peice of equipment is bound and locked to the user, once Equipped.]
-Concealed Strike: [Active. when activated, the user extends the razors concealed in their finger-tips and makes a strike counting as an unarmed basic attack, dealing Str+(level)d4 damage]


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Perks:

Flaw: Photosensitive: Master Caller or no, Ghost cannot change what she is; an Albino. Her intolerance for powerful light is even more profound of a hinderance than it would be for a normal individual. She suffers 2x Damage from Light-based attacks (as in, it uses literal photons as a means of attack), and is additionally stunned for 1 turn after being struck by such attacks.

 

Sacred Voice: Ghost is a Godspeaker, the name given to individual born with the Sacred Voice, a spiritual ability produced by a select few individuals. A Sacred Voice enables a Godspeaker to understand and replicate the divine resonances which hold reality together- known as "Mantra", Each voice is unique to it's owner, and the unique signatures of voices passively react with Mantra in different ways, giving rise to individual powers known as "Matipraskaras" which can be triggered without the need for vocalizing a mantra.  [She gains +1 Syn per level]

 

A Fallen Kingdom: Before Ghost was a mere shell of herself, she was a master of Mantra. And before she was a master of Mantra, she was something far more than any mortal man... those days are gone, but the mark of their passage remains, and who knows... perhaps someday, they may come around again. [Her Effective level is considered to be 1.3x (Rounded up) it’s normal value for all intents and purposes except AP/SP gains.]

 

Caller’s Pact: The user is a uniquely distinguished Godspeaker, having been talented or skilled enough to attract the attention of a Deva, ancient gods who have lost the vast majority of their former power. Bound together via a Contract of Souls, Callers are capable of summoning these ancient gods to fight for them in battle, using their own Mantras in order to empower them to their former glory. [Ghost has a "Hymn Gauge" with a max value of 20, and regeneration rate per turn of 3. She begins each battle with this Gauge full; the Gauge is used to enter and maintain a "Hymn" state, during which Ghost is unable to take actions, but her Deva is summoned onto the field and will perform actions in her place, and protect her from harm.  
     Entering a Hymn and summoning her Deva (or alternatively, ending the Hymn and thus dismissing the Deva) can be done as a free action at the beginning of her turns, and her Deva can immediately take action on the turn it is summoned. Her gauge drains by 5 at the end of every Turn she remains in a Hymn State however, and it will automatically end if the gauge falls below the upkeep cost, dismissing her Deva in the process. 
     Ghost cannot enter a Hymn unless there is enough power in the gauge to sustain it for at least 1 turn, and Her gauge cannot regenerate while in a Hymn State, only after it has ended. 
Devas have their own stat blocks and actions, and for all intents and purposes are treated as the equivalent of PCs with [level+2] the levels of their Summoner, with a basic attack dealing Xd4 damage with X being their primary attacking stat. A Deva will continue to fight and defend their caller until their Caller's Hymn Gauge is too low, they voluntarily end their session, or until they are defeated. In the case of the Deva's HP being reduced to 0, their caller will automatically be forced out of their Hymn state, and will be unable to re-enter a Hymn for the rest of the battle.  
     Devas cannot be healed by allies, however, should their caller end the Hymn early, the Deva will withdraw, but in exchange will be able to recover HP equal to ½ their Caster’s Syn for each turn that passes] 


Actions: 0/16

Basic Attack: Deadly Melodies- Ghost plays a melody and channels some of her voice through her instrument. While the song may sound beautiful, it’s actually just a cover for an invisible attack that assaults foes with tearing waves of sound, dealing her Weapon’s damage. (Or if she is unarmed for whatever reason, she instead gathers her Voice and blasts the target with a burst of concussive energy, dealing 1d6+Syn Damage)

Basic Defense: Phantasmal Shift- Ghost uses her Mati to shift parts of her body into a pocket of subspace, resulting in fewer areas to be struck by attacks and reducing Damage by 50% for the Round.

 

Fleeting Spectre (Passive): With her Matipraskara allowing her to phase in and out of corporeal reality at will, Ghost can evade even the most keenly sensitive enemies to gain the advantage of surprise.

Current Effects: [Ghost gains an Init boost equal to 1/2 Syn].
Level 1- [She gains an Init boost equal to 1/4 Her Syn.] 
Level 2- [Increased to 1/2 Syn] 

 

Phase Walk: Ghost phases through a pocket dimension to close the distance to her target far faster than would otherwise be possible...
Level 1- [Free Action. Grants Ghost 1st Strike this turn. 1 CD.] 

 

Song of Renewal:  A archaic and lost technique known to very few Godspeakers. Unlike traditional voice-based healing techniques that accelerate natural recovery factors, It instead uses the power of one's Voice to manipulate time on a small scale in order to rewind an object, restoring its physical form to a previous state.

Current Effect: [Replenishes 1d4+Syn HP and cures 1 Ailment on up to 2 Targets]

Level 1- [Replenishes 1d4+Syn Health on a single target] 
Level 2- [Now also cures 1 Ailment the target is suffering]  
Level 3- [Can now affect up to 2 targets]  

 

Paragon Aura: As a warrior who has wandered her world endlessly, crossing a great many paths and altering just as many fates, Ghost seems to have an almost unnatural ability to bolster the spirits of the beleaguered and downtrodden. Where she treads, the aura of the Paragon follows, instilling hope and ferocity in the hearts of men...
Level 1- [Ghost raises 1 stat on the Target by her Syn for 2 Turns. 1 CD.] 
 
Spatial Rend: A technique ghost developed during her years of service to the Sumeric Government. Exploiting her ability to manipulate space and open pocket dimensions at will, she moves in to strike the target, tearing open a pocket rift as she does so. The end result is a blow with vastly increased destructive power that is virtually impossible to defend against by conventional means...
Level 1-  [Free Action. The user may only activate this skill while making a Melee Attack. When used, it will add [Syn] Damage to the attack and cause it to Ignore the target's Res. 3 CD] 
 
Roar of the Flame: Ghost gathers the power of her voice and unleashes it in a vicious shout, mimicking the resonance of fire and igniting the very air.

Current Effects- [Deals (Syn*1.25) Fire Damage on a group of up to 3 enemies]
Level 1- [Deals [Syn] fire-damage on a group of up to 3 enemies] 
Level 2- [damage increased to Syn*1.25] 

 

 

------Ghost’ Bound Deva: Tama Vajra------

Spoiler

Name: Tama Vajra
Age: ???
Gender: Male
Race: Deva
Sex: N/A
Appearance: A Massive being who heavily resembles a tiger in basic body shape, with jet black fur, and a leathery cloak of shimmering gold sprouting from it’s neck running down it’s back. In place of a feline maw, it instead bears a bearded, human face set with what almost appears to be a metallic headdress, and armor segments on it’s two forelegs and it’s shoulders, a light sepia in color. It’s sclera burn with a golden light with feline pupils as black as the void.

 

Personality: An ancient being who more often than not strikes fear into the hearts of his foes. Many who have seen Tama Vajra before comment that the aura he gives off is just like that of a Godly King, as it is wont to be, considering he once held such a lofty place. His speech is often slow, articulate, and very deliberate, with each word seeming as though it bares enough weight to crush a mortal into fine powder. Despite what his fearsome appearance, and nigh oppressive aura might lead many onlookers to think however, he is surprisingly lax and unaggressive (until provoked or offended, that is). For the most part, he respects Ghost as an equal, and will usually go along with whatever she decides, though there are times when the two end up debating...

 

Level: 7 (Equal to Caster Level +2) 
HP: 100 
30+[level*(Con+Level)] 
  
Init: Acts in the same Init place it’s caster would’ve ((Effectively acts on behalf of the Caster during their turns)) 
 
Stats: 38/38 (14+[Level-1]*4) 
Cap: 15 (Level*1.5 +5) 
 
Constitution: 3 
Dexterity: 0 
Intelligence: 5
Resistance: 15 
Strength: 0 
Synergy: 15
  
Actions: 0/22 
Basic Attack: Sweeping Maelstrom- Tama roars and blasts the target with a Maelstrom of pure lightning, darkness, or even a mix of both. Deals [Syn+(Level)d4] Damage. ((Currently: Syn+7d4))
Basic Defense: Sheltering Storm- Tama cloaks his body in a fierce shroud of solidified storm clouds and lightning, Reducing Damage by 50% for the Round 
  
King of Storms (Passive): Tama is a Deva who was once one of the Seven Lords of disaster, with his domain having been Storms (and Night, or general darkness, as storms are oft wont to bring). Though he has lost much of his former power over the Eons, a trace of the old energy still Remains.

Current Effect: [Tama's Basic Attacks can be declared as either 100% Electric or Dark Based, or 50% Electric and 50% Dark Based. Any Electric/Dark based damage Tama takes is reduced by his Syn]
Level 1- [His Basic Attacks are treated as 100% Dark OR 100% Electrical damage, declared when he attacks.] 
Level 2- [they can now be declared as 50% Dark & 50% Lightning based.] 
Level 3- [Any electrical or dark based damage Tama takes is reduced by 1/2 his Syn] 
Level 4- [Now reduces electrical/dark damage taken by Syn]

 

Sanguine Night: Ghost’s Hymn rises in intensity and energy, almost as if foreshadowing the arrival of an ancient god. Tama's claws and fangs take on a scarlet glow in response, as he slowly feeds upon his victim's life force...

Current Effect: [Free Action. When used, Tama’s next Basic Attack will Restore his HP equal to 30% of the damage inflicted. 1 CD]
Level 1- [Free Action. When used, Tama’s next Basic Attack will Restore his HP equal to 30% of the damage inflicted. 3 CD] 
Level 2- [CD reduced to 2.] 
Level 3- [CD reduced to 1.] 

 
Storm Chains: Tama binds the target in chains of lightning, revoking their freedom and bringing suffering upon them...

Current Effect: [The user makes a Syn vs Con check against the target. If they succeed, the target suffers a 50% failure chance and suffer (Syn) Damage each turn until they succeed in another Con check against the score originally rolled by the user. They may attempt such a check as a free action during their turns. 3CD.]
Level 1- [The user makes a Syn vs Con check against the target. If they succeed, the target suffers a 50% failure chance each turn until they succeed in another Con check against the score originally rolled by the user. They may attempt such a check as a free action during their turns. 3CD.] 
Level 2- [Targets now suffer Syn damage each turn, in addition to failure chance] 

 
Storm Fury: Ghost’s Hymn grows quiet and low for a moment, before suddenly skyrocketing in it’s pace and intensity, and Tama majestically unfurls his cloak and gathers elemental energy above his head before Assaulting the Target with an explosive burst of Lightning and Darkness from above.

Current Effect: [Deals a basic attack at 100% Damage, Ignoring Res.]
Level 1- [Deals a basic attack at 75% damage, but ignoring Res.] 
Level 2- [Increased to 100%]

 
Storm Fall: Tama Vajra summons forth a massive storm which buffets foes with a mighty deluge, thundering bursts of electricity, and clouds so black that they seem to turn even high noon into a moonless night
Level 1- [Launches a Single Basic Attack that hits all Enemies in the Encounter. 4 CD.] 
 
Storm Sprites: Tama creates several Sprites out of pure Elemental Energy. These Sprites then fly off towards the target, detonating on impact.

Current Effect: The user makes 3 ranged attacks dealing Syn damage each. These attacks may either all be focused on a single target, or split up among multiple targets. 1 CD.]
Level 1-[The user makes 3 ranged attacks dealing Syn damage each. These attacks may either all be focused on a single target, or split up among multiple targets. 2 CD.] 
Level 2- [CD lowered by 1.] 

 
Archaic Knowledge: Tama draws upon his massive knowledge of resonances and Mantra in order to boost his raw power
Level 1- [Free Action. Tama boosts his Syn by his Int for 2 turns. 5CD.] 

 

 

---------------------------------------------------------------------------------------------------------------------------
Inventory:
 

Spoiler

On her person:

 

Inside the Phantasmal Pocket:

-Hell Shovel

Spoiler

Hell Shovel

Description: A Metal Shovel Cracked from a steel plate, and sharpened with Unholy Grindwheels.

Type: Weapon

Damage: 2d8+Str

Minimum Stats: 1 Str.

Weight: 3

SYN/INT Threshold/Bonus: 
-[3 Int] Trench: The user increases a target's RES by their Str until they use a Melee Attack or Take Damage, digging up a trench and a wall in front of them.

-[3 Syn] Black Fire: The user's Magic Fuels the Shovel's Unholy power, setting it alight.  +5 Damage to targets weak to Fire.

Qualities: 
-Made for Digging: Deals double damage to Earth Element Enemies, Enables Digging.
-Unholy: This weapon has been stained by necromancy and hellfire.

[[Basic Attack Desc: Hellshovel Slash- Ghost closes in on the target and ignites her shovel blade before striking them, dealing it's damage]]

 

-Tigrex Glave

Spoiler

Name: Tigrex Glaive

Description: This scaly polearm has a long, sharp blade on one end, and an empty socket on the other.  The blade is hidden by a large smooth sandstone sphere slid over it, bearing an engraved carving of the Stonerist Tribe's Symbol, a Pentagon with a lightning bolt struck through it.

Socket: Tigrex Adrenalline

Type: Weapon

Damage: 2d8 + str

Weight: 5

Syn Threshold/Bonus: [Every 4 synergy increases the base damage by 1]

Special Qualities:

-Socketed: [This weapon has a socket, into which a single item or crafting material can be placed, adding its special properties to the weapon.]

-Pole Jump: [The wielder can use this weapon’s pole to leap high into the air for a devastating leap attack. They may spend an action to ensure that their first attack during their next turn is automatically a critical hit that deals double damage. However, using this maneuver leaves the wielder vulnerable. Until their next turn, they take 50% more damage from all sources and can’t dodge.]

-Socketed item: Tigrex Adrenaline: [when the Wielder has lost 20% of their health, Pole Jump can be done as a free action, Boosts damage to X3 instead of X2, they take double damage until their next turn instead of +50%, and Polejump gains an inherent 2 round cooldown, as adrenaline held in a socket of the weapon increases speed and bloodflow as it is absorbed through the skin, sweat, and wounds.]

 

-Ornate Lute: an ornate lute given to Ghost by the same person who gifted her the Saviour’s Recompense. While she cannot directly use it as a weapon like she can the Recompense, it can still produce a nice rhyme to synch to while singing…

 

-Silk Rappers's Cap trimmed with Sable(Tier 1 Level 25)


-Silver Bell: A silver bell, it seems this bell absorbs one incoming spell, and when rang, releases it.  It cannot absorb a new spell until the old one has been removed. It has one crack in it.  It can be used 8 more times.(Tier 1 Level 50)

 

-Small Vial of Exotic Perfume: An expensive and Fair smelling perfume, made to cover the stench of death, it can cover almost any scent with a vague but pleasant smell that seems to come from no particular direction.(Tier 1 Level 50)

 

-A leather coin purse: filled to it’s capacity with gold coins bearing the image of a scorpion imposed over a rising sun on them.

 

-Val Habar sand: Countless pounds of sand excavated from the great sand sea

 

Life Anchors (x2)

Spoiler

Name: Life Anchor
Description: "This sacred stone was created by a certain spider goddess out of annoyance for how squishy her companions were... it is a small, round crystal which shines with brilliant white light, and serves as an anchor point through which power from the Positive Energy plane can be drawn out in small bursts. The user feels a bit.... unpleasant afterwards however, as if they've just borne the brunt of a parent's incredibly disappointed gaze. "
Type: Bauble
SYN/INT Threshold/Bonus: 
-[every 5 syn] adds another d4 to the amount of hp Positive Ray restores
-[10 Int] allows the effect "Positive Ray" to cure one status ailment the target is suffering, in addition to healing
Special Qualities: 
-Positive Ray: [Active. When this effect is activated, it heals a single target for {Syn or Int} ((whichever is higher)). 2 CD.]

 

-1 dose of truth serum (administration takes 1 minute, effect duration lasts 4d6 minutes)

Spoiler

Shadowrun ource Description:

(aka Johnny Mnemonic, rekall (pronounced as both recall'' andwrek-all''), squealer, this-is-your-life, honto) 
Add 1m, Tol 1, Str 50, Spd 1 minute, Vec Ingestion, Dur4d6 minutes, CpD 600Y, Idx 4.0, Leg 3P-M1, Avl 10/3 hours 
Effects: Int -4(cognitive)/+10(mnemonic), Wil -6, extreme talkativeness, complete willingness to answer questions about memories, uncontrolled rambling about personal recollections, uncontrolled veracity 
Crash Effects: complete memory loss about duration of dosage

 

 

 

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I also have a tertiary!

Spoiler

Name:  Samantha Grey, Phoenix III

Age:  19

Gender:  Female

Race:  Human (Active X-Gene)

Class:  Superhero

Role:  Dive Tank/Off-Support

Spoiler

Appearance:  Samantha has the classic Grey family look:  Green eyes, red hair, high cheekbones, and a massive population of freckles.  Any lingering physical imperfections were burned away when she connected to the Phoenix.  She usually wears a blue denim jacket, jeans, hiking boots, a belt with a buckle shaped like Mjolnir, and an Avengers merchandise t-shirt.  Unless she draws on the Phoenix, there is no easily obvious indication that she is anything but an ordinary human woman.  However, anyone with even the slightest magic or psychic senses can pick up the roiling cosmic energy barely contained within her.

However, Samantha cannot use her mutant powers at any but the lowest levels without drawing upon the Phoenix Force, which reshapes her clothes into something more to its liking until she releases the power.  Samantha was unable to talk the Phoenix all the way down from the traditional white and gold full-body tights of the sane, stable Phoenix host, as the entity couldn’t really understand why she found the thought of running around in a skintight, heeled catsuit to be both impractical and humiliating.  After all, Jean and Rachel liked it.  However, she did convince the celestial entity to give her flats instead of heels, and to keep her jeans and jacket on over the rest of the uniform.  These are also rendered in white with gold rivets and stitching while she’s powered up, with the Phoenix’s emblem on the back and breast pocket of the jacket.

Personality:  Samantha always had a strong sense of responsibility and morality, but it is tempered by the prejudice she’s experienced first and secondhand.  While all mutants face a certain degree of discrimination, it’s generally worse for those without a strong power to protect them.  Constantly hiding her powers took its toll, and Samantha leans a bit closer to Magneto’s side of the tracks than Professor Xavier’s.  She’s not interested in killing anyone if she can avoid it, but she’s also unconvinced that a peaceful solution is possible.  Samantha also has an acute inferiority complex stemming from the stories she’s heard at family gatherings about her seemingly perfect cousin Jean, and how despite having mutant powers she was not accepted full-time to Xavier’s School for Gifted Youngsters.  Now that she has power, she’s perhaps overeager to show off and prove herself, which combined with her immense power and lack of experience could get her into trouble.  Still, Samantha is pragmatic and greatly enjoys learning, even if her newly manifested hot-headed streak doesn’t always make that obvious.

Backstory:  Samantha Grey is the almost entirely unknown cousin of the famous superhero Jean Grey of the X-Men.  Samantha is a mutant, but her base power set is limited to telekinetically moving a single object no larger than a pencil, and being uncannily good at cold reading thanks to minor empathetic senses.  So while her cousin went to superhero school, she went to UNH to become a city planner after a few weeks of summer camp at Xavier’s Institute to learn to control her weak powers.  While incredibly jealous, she maintained that she’d do far more good helping plan to better poor neighborhoods than running around punching people in spandex.  It was around this time that, having been rejected by the X-Men, that she picked up her love of the Avengers, even as Magneto’s ideology started appealing more to her.  Even if she could understand why they didn’t want her, living in Jean Grey’s massive shadow was taking its toll.

And then the Phoenix Force, having rejected Jean, Jean’s alternate universe future daughter Rachel (it’s complicated), and Jean’s alternate universe future son Cable’s adopted daughter Hope, decided that Samantha would be the next member of the Grey family to become its avatar.  The Phoenix Force for all its power is utterly incapable of understanding mortals in its base state, but it knows that this lack of understanding has caused it problems in the past.  So it seeks to bond with a mortal, who can give it perspective.  If only they’d stop going mad with power and rampaging around killing things.

Samantha’s base powers are far weaker than Jean, Rachel, or Hope had before they bonded with the Phoenix, and this actually helps her a lot.  She is the weakest Phoenix host so far, as channeling too much power through a brain and body poorly suited for it could cook her from the inside out.  However, this also makes her incredibly unlikely to go on an insane, homicidal rampage either, as it took her from a class Epsilon minor talent to a low-tier Omega level mutant, while her relatives all started at high Alpha or well into Omega in Jean’s case.  It’s a lot harder to go mad with power when your powers are still manageable, and you’re pretty sure that Thor or Iceman could kick your butt anyway.

Regardless, Samantha has done her best to embrace the new power-up in an effort to convince the Phoenix to stick around, and for once get out of her cousin’s shadow.

 

Level:  5

HP:  90

Init:  +2

Crafting Tokens:  0

 

Stats:

Str:  2

Dex: 2

Int: 2

Con:  12

Syn:  12

 

Perks:

Spoiler

Warsong (level 2):  Samantha is bound to the Phoenix Force’s endless cycle of life, death, and rebirth in flames.  Whenever she is healed, she deals damage to all enemies equal to the HP she recovered (over healing does not give more damage).

Phoenix Corona (level 2):  Samantha can choose to draw upon the full, unbridled power of the Phoenix Force, surrounding herself in a corona of flame shaped like an enormous bird of prey.  While in this state, her base synergy (before modifiers) is doubled, but she loses 10% of her MHP per round.  While the corona is active, Samantha reduces all damage received from enemies by her level after other modifiers with telekinetic barriers.

Inexperience (flaw):  Samantha is not as good at wielding her immense cosmic power as she could one day be; she’d only had a connection to the Phoenix for a week before being swept off to fight Trespassers.  If Samantha is below 50% of her MHP, whenever she uses a damaging action multiply the damage by .4 + 1d8 x.1.  Essentially, the multiplier is a random value between .5 and 1.2.

Actions:

Spoiler

Creepy Psychic Brain:  Samantha’s creepy psychic brain is the source of all her powers.  Currently, she mostly uses it to shoot gigantic beams of cosmic fire at enemies.  This weapon cannot be unequipped, and occupies 2 slots.

-Level 1 (Craft):  Samantha launches a huge energy beam from her forehead, hands, or the beak of her Phoenix Corona, dealing 2d8 + synergy psychic and fire damage to target enemy and pure backlash damage equal to Samantha’s synergy.

-Level 2 (Craft):  The damage is increased to 3d8 + synergy.

-Level 3 (Craft):  The damage is increased to 4d8 + synergy.

-Level 4 (Craft):  The damage is increased to 5d8 + synergy.

-Level 5 (Craft):  The damage is increased to 6d8 + synergy.

-Level 6 (Craft):  The damage is increased to 7d8 + synergy.

-Level 7 (Craft):  The damage is increased to 8d8 + synergy.

 

Erasure:  Samantha messes with target enemy’s mind, causing them to forget some of their moves.

-Level 1:  Samantha chooses target enemy and an action or item she knows that enemy has.  The targeted enemy forget the chosen action or item this round.

-Level 2:  Samantha can now suppress all memories of the chosen action or item for 2 rounds at once.

-Level 3:  Suppressed memories now stay forgotten for 3 rounds at once.

 

Fiery Rebirth:  Samantha draws upon the power of the Phoenix to heal target character, burning away weakness and pain.  Unfortunately, other people are even less protected from the Phoenix’s cosmic flames than she is.

-Level 1:  Samantha heals target character for 1d6 + synergy HP.  If that target is not herself, they suffer a debuff to all damage dealt equal to her synergy for 1 round.  Being set on fire is not conducive to aim or focus.

-Level 2:  The healing is increased to 2d6 + synergy HP.

-Level 3:  The healing is increased to 3d6 + synergy HP.

-Level 4:  The healing is increased to 4d6 + synergy HP.

 

Psychic Armor:  Samantha covers herself in layers of ablative telekinetic force, absorbing damage while the shield lasts.

-Level 1:  Samantha gains 3 charges of psychic armor.  When she is dealt damage by an enemy, she automatically expends a charge to reduce the damage by [synergy]%.  Samantha cannot use this action if she has charges of psychic armor.  The potency of the armor charges depends on her synergy when hit, not when the charges were generated.

-Level 2:  Samantha generates 4 charges of armor at a time.

-Level 3:  The damage reduction for charges is increased to [synergy + 5]%.

-Level 4:  Samantha now generates 5 charges of armor at a time.

 

Direct the Mob:  Samantha does her best Jedi impression to direct the aggression of her enemies this round.

-Level 1:  Samantha nudges target enemy’s aggressive emotions towards target ally, convincing that enemy to preferentially target that ally this round.  Then, she repeats this process for every [level] HP she spends.  She can redirect aggression towards herself.

-Level 2:  If Samantha spends at least 3x her level in HP when using this action, she can make one of the enemies affected preferentially target another enemy instead of an ally this round.

-Level 3:  Samantha can make 2 enemies attack another enemy if she spent at least 5x her level in HP when using this action.

 

 

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Updated Visrii, to become a fast and hard hitting character who relies on INIT to do the talking.

Now that I actually have an idea of the combat system, he has a lot more synergy than a simple frail generalist.

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  • 2 weeks later...

Not yet a tertiary, but mechanic's wise it has been given the all clear by Murdoc, so yeah this might happen in the future.



Name: Diabolus sine nomine. Goes by the name of Horatio Coin.
Age: 120
Gender: Male
Race: Human
Class: Dark Lord
Appearance: An imposing and musclebound man in pitch black full plate armor. His head is covered by a greathelm worn underneath a head covering balaclava with a large "Nope!" Written in golden letters on it's forehead which is worn underneath a horned black greathelm. He used to wear a red cape that he tied on his neck, but as it is a gift from his daughter he settles for only wearing it on special occasions.
Sex: Male
Personality: He is a man of few words, as he prefers to communicate using simple gestures to show his approval or to confirm that he was asking for a certain thing. His favorite negotiational tactic is the stare, as he firmly believes that the one who talks first in a negotiation, is the one that is most likely to lose. When he speaks he does so with a rather genial tone of voice, essentially talking like a kindly old man who is partial to red cardigans and is very interested in hearing more about your wife and kids neighbor. He also has a tendency to make rather bad puns.
Up until the moment when the need to talk about business arises, or when someone threatens him or insults his daughter, in which case there is a very good chance that he will stop trying to seem smaller than he actually is and start doing his best to intimidate them into submission.
Level: 3
EXP: 300
HP: 42
Init: 1+1d20
Stats (22 spent out of 22)
Strength: 9+1
Con: 2
Dexterity: 1
Intelligence: 4
Resistance: 1+7
Synergy: 5

Perks:
Analeyes: Horatio has been fighting giant monsters and other supernatural threats before your mother was even born, and this has given him a certain knack for analyzing any patterns an enemy has in their fighting style. By exploiting these weaknesses he adds 25% of the damage he has dealt with his last attack against a single enemy to any further damage he deals to that enemy.
The hero and the villain: Horatio is partial to a good old fashioned duel, where the hero and the villain fight with their large phallic symbols until someone is impaled in an unfortunately suggestive manner. Grants the action Bellum Duorum.
Equipment:
Name: Lucifer's Blade
Description: A large basket hilted two handed "sword" that is nothing but a hilt and a toggleable stream of excessively hot yet contained hellfire in the shape of a claymore. Despite the shape all sides of the weapon is equally "sharp" due to the nature of exactly how it cuts into enemies with the weapon's excessive heat.
Type: Weapon
Damage: 3d8+Str
Minimum stats: 6 Str, 5 Syn
Weight: 10
Special qualities: 
Masterwork: Deals +1 damage to every sword based attack when this weapon is equipped, an additional +1 is gained every two levels.
Surprisingly dextrous: Any attack involving swords is treated as autohit when this weapon is equipped.
"I never liked that name anyway".
Name: Tyn tyrant's tyrannical outfit #1
Description: "Anyone can cut an imposing figure in our fall collection's enchanted full plate armor collection." Basically a set of bladed full plate armor with good old fashioned slash free gauntlets and an unsettling amount pitch black color. Surprisingly enough it is extremely comfortable when worn.
Type: Armor
Res Bonus: 7
Str Requirements: 5 Str
Weight: 10
Special qualities:
Bladed bonus: When the wearer of this armor is about to be grappled or restricted in any shape or form, he gets a +2 to any opposed checks.
"Slashfree gauntlets....I remember how important it was to have those when I needed to escape one of my ex wife's....You are too young to know.".

Name: Helmets
Description: "Ah the price you pay to keep your children safe....".
Type: Bauble
Minimum Stats: 5 Str, 3 SYN
Weight: 5
Syn threshold: 5 SYN (+1 STR), 8 SYN (+1 INT), 12 SYN (+1 STR)

Actions: (11 AP/14 AP)
(Basic Attack) One shall fall: Horatio smites the enemy with a single decisive strike with any weapon he has available.
(Basic Defense) Iron Man: Horatio taunts the enemy by blocking their attack with his chest, any attacks targeting Horatio only deals 50% damage.

(Perk Backed Level 1) Bellum Duorum: Horatio challenges a single enemy by brandishing his weapon of choice and using his signature death stare on them. Three round duration, six round cooldown. if the enemy targets someone other than Horatio Coin with an action or is aided by an outside force in the duel, Horatio gains a free action that can only be used to damage the enemy with a basic attack. Horatio Coin can end the duel at any time, although the target cannot end the duel if it wants to unless the duration runs out.

(Level 2) Guarded Strike: Horatio smites the enemy with a careful attack, dealing basic weapon damage to a single target and activating his basic defense until his next round. Two round cooldown
(Level 1) Dimension Door: With a clicking of his heels Horatio appears in front of a certain target before hug tackling them. An opposed 1d20+STR vs 1d20+RES check is made to see if the enemy is stunned for a round and takes 1d12 damage, this attack always goes first. Four round cooldown.
(Level 1) Draining blow: Horatio attacks a single target with a fell blade, dealing basic weapon damage and healing himself for 4+(SYN/4) health.

Level 1 Hideous Blow: Horatio has this knack for channeling unholy magic into his weapon and hitting people really hard with them. Any creatures not immune to unholy damage has a STR+SYN% of being weakened for two rounds as the corrosive magic immediately does it's worst to destroy any essential seeming systems and generally disable in any golem or organic creature. any targets vulnerable to unholy damage has a doubled chance to receive the two round weakening debuff.
Weakened: Attacks made by the enemy deals half damage while the target is debuffed.
Gates of Hell: Horatio has mastered the art of defending areas and harrying others with the use of the always deadly flames of hell. Horatio can activate this ability as a full round action, dealing Basic Attack damagex2 to a target that attacks a single ally that had been targeted to be protected by the action with a melee attack. The ability has no cooldown, only one can be active at the same time, and it's effect has no duration but disappears after being triggered.

 

Inventory: A mug with the words "World's best Dad" written on it, A small bag containing ground coffee beans, several rods containing a single use spell that does nothing but display a recorded image of him putting on his plate mail and sabatons while going around talking to his various employees and eventually finishing by showing a perspective shot of a train entering a tunnel into a wonderful if a bit sulfuric plane, a whetstone, a bagpack.

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not sure if it will ever be used, but a third character I have been working on

Cherished Heart:

Spoiler

Name: Cherished Heart
Age: young-ish (probably late teens early 20’s)
Gender: F
Race: Earth Pony
Sex: F
Appearance:

 

Spoiler

JqHnpID.png

 

 

Personality: 
Cherished Heart is a nurse in Stable 2. she has lived her whole life in the sable, and was expecting to live out the rest of her days in the stable. As luck would have it, that didn't happen (obviously). She is a kind and gentle mare who will help just about anyone who needs it... that is if they don't try to kill her. She is easily spooked, and often will sit alone listening to the music of Velvet Remedy, Stable 2's best song writer.

Level: 3
EXP: 200

HP: 72
Init: 0

Stats: 22
Constitution: 11
Resistance: 0
Dexterity: 0 (+4)
Intelligence: 0 
Strength: 0 (+4)
Synergy: 11

Complexity:

Equipment:

Name: Nurses 'Uniform' (its just a hat)
Description: A hat worn by all Nurses in Stable 2's Hospital. it’s completely white with a red cross on it.
Type: Armor
Minimum Stats: 2 SYN
Weight: 1
Increases healing done by Cherished Heart by +(CON/SYN)

Name: Saddlebags
Description: Two saddlebags, white in color with a red cross on each side.
Type: Bauble
Minimum Stats: 2 SYN, 2 STR
Weight: 3
Increases healing done by Cherished Heart by +(SYN/2)

Name: Pip-Buck
Description: ponified pipboy.
Type: Armor
Armor: 1
Minimum Stats: 2 SYN, 1 STR
Weight: 1
+lvl DEX

Name: horse shoes
Description: iron horse shoes. not sharp, just blunt metal objects on the bottom of her feet.
Type: Weapon
Damage: 2d4 + STR
Weight: 2
Minimum Stats: 1 STR.

Perks:
Magical Regen: Cheri's natural magic heals her 10% HP per turn
Equestrian Magic: Equestrian Magic is powerful. Cerished Heart's effective level is 1.3x current level (rounded up). 
Earthpony strength: Carry's strength is that of an earthpony. +1*lvl STR
Flaws:
Scared: Cheri's fear of scary things forces her to have the lowest INIT and not be able to use an attack in her first turn of battle.

Actions:
Basic attack: Bucking target in the face for weapon damage
Basic Defense: blocks 50% of damage
Healing Touch (Action): Heals target 1d4 + CON. 2 turn cooldown.
 -lvl2: 1 turn cooldown.
Magic Healing Touch: Heals target 1d4 + SYN. 2 turn cooldown.
 -lvl2: 1 turn cooldown.
Great and Powerful Healing!: Target is healed (2d4+CON+SYN). 5 turn cooldown.
Eyes Forward Sparkle: "Eyes Forward Sparkle alters the sight of the PipBuck users which, when activated, changes the perception of nearby living creatures." ~Fallout: Equestria Wiki. Cheri does a Basic Attack with a 20% critical chance. Two turn cooldown to allow the EFS to recharge.


Inventory:
 - Various Medical Supplies.
 - PipBuck
 - a second hat, just in case
 - A picture of her as a filly with her family in Stable 2.
 - Two bottle caps. She is unsure where they came from...
 

 

Edited by Astrorious
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Melina Whitewood, the healer

 

Spoiler

Name: Melina Whitewood
Age: 26
Gender: Female
Race: Human
Sex: Female
Class: Healer

 

Appearance:
"I don't get why healers wear white. It's all going to be stained red if they're doing their job properly."
Melina is blonde with short hair and a braided ring. She is of medium height, and her eyes are clear sapphire.
Her hand is usually covered in blood due to her line of work, as even with magic she sometimes needed physical remedies.
She has sustained several bruises over the years when she was attacked and never struck back.
Despite her injuries and peculiar philosophy, she is quite attractive and popular among many, and infamous for her attitude and Runiem accent.
Her clothing is a tough leather traveller's cloth lined with duck feathers to keep herself warm through the cold Runiem winter.

 

Personality:
"You can't die! I don't get paid by body count!"
Melina usually acts like a sassy adventurer who insists that her teammates are in top quality before they are off to battle.
She is friendly and kind, though whenever there's conflict between team members, she inists that they make it up.
Finally, she is a pacifist. She has sworn not to hurt anyone, and will never try to damage the enemy even if they are trying to hurt her.
However, if she is especially close to someone, she will make an exception to this rule and is willing to show them some 'tough love' when it comes down to it.

 

Backstory:
"Melina is the rare madwoman that runs into the hellfires of battle without a single way to defend herself."
Melina grew up as the younger child in a blacksmith's family in Runiem, a city state infamous for magical colleges.
As a young girl, Melina was a powerful, dominant personality who ran a street gang in the city, and controlled over much of her district.
She was infamous for her tough posse and ruthless ruling, sympathy forgone in most situations. This earned her street name of 'Sweetie', an ironic title.
However, all this changed when Melina nearly killed her brother with a rock blow to the head. Her brother survived, but only after a month of coma.
And so it was from that day that she swore to never hurt anyone again. She would support others in battle, but never battle herself.
She fell from her position as a gang leader from that day onwards, but she did not mind arising from the streets.
She completely changed and instead took classes as a healer, discovering her talent as a person to mend wounds, not inflict them. 
She attended the Runiem Academy and quickly rose through the ranks, becoming the top student of Order House.
She was later hired by the Crownbreakers anonymously to support their campaigns against the hidden Revenants, and has been with the Crownbreakers ever since.

 

Level: 4 (Real Level 3)
EXP: 0
HP: 86
Init: 0

 

Stats:

Constitution: 8 + 2
Resistance: 3 + 10
Dexterity: 0
Intelligence: 0
Strength: 3 + 2
Synergy: 8 + 2
Complexity:

 

Equipment:

Name: Wooden Staff
Type: Healing Catalyst
Description: A simple wooden staff that's standard of clerics. Nothing out of the ordinary.
Healing Power: 1d4+SYN
Requirements: 2 STR, 2 SYN
Weight: 3
SYN Bonus: 5 [+2 CON], 10 [+2 RES]
Special Attributes:

Witness to Resolve - Grants Level/2 STR
Cleric's Charm [5 SYN] - Instead of attacking, use this weapon to heal.

 

Name: Cleric's clothing
Type: Armor
Description: A normally white and gold garment of clerics painted with brown. It seems like its wearer favours pragmatism over highlight.
Requirements: 5 STR
Reduction: 6
Weight: 9
Special Attributes:
Channelling Rune - Grants Level/2 SYN

 

Name: Wanderer's Charm
Type: Bauble
Description: Given to her when she was just 1. Wearing it makes her feel a certain nostalgia, but like a long lost childhood song, all memories have been lost. What remains is a certain desire to continue on her journey, no matter how desperate.
Requirements: 5 SYN
Weight: 0
Special Attributes:

Bound
Wanderer's Protection - Grants Level/2 RES

 

Doom Widget

This bracelet has a charm shaped like the mask of Doom.  It glows a faint, sickly green in the dark.

Type:  Bauble

Res/Damage:  None

Weight: 2

Minimum Stats:  5 synergy

Syn Threshold/Bonus:  For every 6 synergy you have, your primary attacking stat is increased by 1.

Special Qualities:

Know Your Doom:  You may spend a round monologuing to everyone in earshot about your magnificence.  If you do so, you receive a 50% bonus to all numerical spell effects you produce that you wish to receive the bonus.  This bonus does not stack with itself.  It lasts for 2 rounds.

Doom Ignores Your Farcical Balancing:  All of the wearer’s action cooldowns are reduced by 1 if they have at least 10 synergy.  If they have at least 15 synergy, their cooldowns are reduced by 2 instead.

 

Perks:
Deep Within - Melina remembers...something. She cannot see nor understand, but it gives her strength. (Effective Level is 1.3xLevel.)
Triage - Melina makes sure that wherever red stuff comes out of her allies, she is there to stop it. (Whenever teammate's HP drops below 50%, Melina gets first INIT on next round.) 
Bulwark - Melina's job as a healer has toughened her endurance, making her extremely hard to down. (Effective Level now affects HP)
Peaceable - Melina has sworn not to hurt anyone, even if they are threatening to hurt her. (Melina cannot damage enemies in any way.)

 

Actions:
Basic Heal - Melina casts a basic heal spell.
Basic Defence - Melina casts a basic shield spell.

 

Self Heal - Cast a spell that affects self, healing for 1d6+LVL+CON. 2 turn cooldown.
Lvl 2 - Increase healing to 1d6+LVL+1.25CON

 

Mass Heal - Cast a spell that affect a wide range, healing for SYN for 3 targets. 2 turn cooldown.

 

Phalanx - Summon a protective shield on an ally that has HP of Melina's MHP/4 and RES of Melina's LVL. It absorbs the first attack on the ally. There cannot be more than 1 summoned each time, and cannot switch allies to defend. 4 turn cooldown

 

Sacrificial Heal - Gather own life essence and transfer it to an ally. Give 25% HP to target, cannot overheal. 2 turn cooldown.

 

Hasten (Passive) - All ability heals reduce target ability cooldown by 1 turn when they are under 25% HP
Lvl 2 - Threshold increased to 50% HP

 

Edited by PigeonOfAstora
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Hayle Aster, Ice Sage

 

 

Name: Hayle Aster
Age: 18
Gender: Female
Race: Human
Sex: Female


Appearance: A light skinned girl with slightly below average height 5,5 or 165 cm. She’s not that well-muscled and seems frail. Her eyes are purple plum colored while her hair is an azure blue. Her face has tends to give off a gentle vibe to her generally looking calm with a small smile. She usually wears an indigo blue robe with a shorter, more thin arctic white layer of fabric on top giving the look of a multi layered dress with a hood at the back. She has navy blue gloves that almost reach her elbows as well as navy blue boots that go halfway of her shin. A snowflake hair clip can been seen on the left side of her face.

Personality: She is gentle and graceful. Always trying to keep her mood up. She’s a bit shy and is reluctant to introduce herself. Rather she finds it best to hang around the edges, and helping from the sidelines. However, provoke her and a harsh cold side will be revealed. She tends to hold grudges as well.

Class: Ice Sage

Level: 3
EXP:

HP: 51
Init: d20+4

Stats: 25 BST, 3 Synergy from Perk, 9 max per stat,
Constitution: 4
Resistance: 1 +1
Dexterity: 4
Intelligence: 6
Strength: 2
Synergy: 8 + 1

Equipment:

 


Name: Icy Staff
Description: A staff used by novice ice mages. A blue gem rests at the top of the staff providing it’s chilling power. Can be used to bash opponents but it is not recommended.
Type: Weapon
Damage: 1d4 + Str
Minimum Stats: 6 Syn
Weight: 1
SYN Threshold/Bonus:
6 Int: Icy Heal: Improve the healing effects of a single target heal by +5 hp

Name: Indigo Robes
Description: Robes fit for both a mage and a cleric.
Type: Armor
Bonus: +1 Res
Minimum Stats: None
Weight: 1
SYN Threshold/Bonus:

Name: Snowflake Hair Clip
Description: A fashionable clip with chilling magical properties.
Type: Bauble
Bonus: +1 Syn
Minimum Stats: 6 Syn
Weight: 2
SYN Threshold/Bonus:
6 Int: Chilled Touch: This pin powers up Ice attacks, add 1d4 damage to all ice-based attacks.


Perks:
Chillingly Adept: She is naturally more adept in using magic than others, +1 Syn per level
Winter’s Wrath: Grants the Action “Blizzard” 
North Star’s Blessing: if Hayle is brought down to 0% or less health during a battle, she is immediately brought back into the battle with 10% health, she takes no more damage this round and gets rid of the wound she would have gotten, once per plot

Flaws:
Melting Point: Fire being the natural enemy of ice, Hayle is very vulnerable to the burns of fire. Take double damage from any fire-based attack

Actions: 
Basic Attack: Deal Weapon Damage
Basic Defense: Reduce incoming damage by 50%


Fimbulvetr: A magical blast of ice hurled at a singular foe. Deals 1d8+Syn damage to one target. Has a Syn/2% chance of freezing the target for 1 turn. 1 Turn Cooldown
Level 2: Now does 1d8+Syn*1.5 Damage to a single foe


Blizzard (Perk Based Action): Summon a storm of ice that hits all enemies for 1d8 per level + Syn damage. All targets have a Syn% chance of freezing for 1 turn 5 Turn Cooldown


Freeze: Encase a foe in magical ice. Do a Syn Vs. Str roll against the target. If the target fails the check it is in a frozen and takes 3 turns to thaw out. When frozen the afflicted cannot make an action. When the unit is attacked they break out immediately and take half damage, but if it by a fire attack do normal damage. Also, after thawing out the target will start feeling sluggish, -2 Init for the duration of the battle. 3 Turn Cooldown

Enfeebling Frost: Summon a freezing gust air which chills the foe down. Little clusters of magical ice form on the target weakening them. -3 to all stats, however, no stat can go below 0. 1 point from each stat is returned at the start of every turn. Effects cannot stack, however, the debuff can be refreshed. Target takes -1 to Init for the duration of the battle as well. 3 Turn Cooldown
Level 2: Now does -4 to all stats

Soothing Chill: Channel soothing magic in the form of an icy breeze to restore 1d4+Syn to one Target.
Level 2: Now restores 1d4+Syn*1.25 to one Target
Level 3: Now restores 2d4+Syn*1.25 to one Target
Level 4: Now cures 1 Aliment
Level 5: Now restores 2d4+Syn*1.5

Inventory: 2x Concoction (Restores 20 HP), Empty Bottle, Coin Purse (50G)

 

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DAILY FUN STUFF WITH YOUR HOST: TOXIC ETERNAL ENGINE

 

Farming Made Easy!

Spoiler

There is now a lovely dovely farming tab, tired of Murdoc saying "Shoor" when you just want to get some damn rice? Well using new GM technology, you can now automagically store and access "Shoor" from the Master Sheet! Simply go to the "Shoor Farming" Tab of the Master Sheet to check it out!

 

"How do I farm Shoor?" you are asking yourself, well it's simple, simply find something you can farm, and then device a method in game of farming it in the castle, from there, your tireless farmbot will add entries to the Shoor Farming Tab which represent how much productivity your Farming Device is doing! All things that are automatically making things for you can Produce Shoor, Factories that make Robots, Farms that make Rice!  If it makes Murdoc say "Shoor", then it belongs on a farm!

 

How does Harvesting all that shoor work? Simple! The longer you wait between harvests, the more Shoor you accumulate! Each Plot spent without harvesting anything from the farm tab accumulates more Shoor, and when you harvest it, All of it is reset, at which point you can gather all the things your little heart desires, so long as their total cost does not exceed the Shoor you have accumulated!

 

If you find yourself only needing something small, and lacking the Shoor to obtain it, you can use your very own character to farm a tiny bit of Shoor, once in a while, when Murdoc is Feeling Humored, you can try to justify using one of your Character's Stats to supercharge a farm, granting you that Stat in Shoor for one Purchase!  At which point that character spends a long time gathering and helping that farm along, so they can get what they want!

 

Crafting! Blasphemous Crafting!

Spoiler

You are probably thinking "Sir Slash Mam, Crafting isn't Shipping or Combat! so you should go die screaming in a fire!"

Well Boy do I have news for you, I already am!  But before I bite za dusto, I have a new and improved Crafting system guaranteed to warm even the coldest of hearts!

 

All New Items and Items used in Crafting now obtain two Stats, reguardless of what they are, Even Materials have this stat now!

All Items now have a Tier, between 1 and 3, 1 is the Best, and 3 is the Worst.  What qualifies an Item for a Certain Tier? Well here is the short and jiffy of it!

 

Tier 1 Items are Items you got from your Local GM, Explicitely and Completely, If you got it because your GM offered it to you on a silver platter as Loot, A Plot Reward, or a Shop Item, it is a Tier 1 Item! Tier 1 Items are the best, Things made from Tier 1 Items are the best, they just can't be beat!

 

Tier 2 Items are Items that can be found in a plot, but you don't really have to work for them... Wood, Rocks, and bugs from that carpet of infinitely respawning bugs are all Tier 2 Items! They can be useful, but don't expect the heavens and earth from them, they are common for a reason!

 

Tier 3 Items are Shite, They are ANY ITEM which you can get infinite of at any time, Can your Character spawn gold from nothingness? It's Tier 3, I don't care what you tell me.  Items that are Tier 3 are just bad, ok? Don't expect them to do anything interesting that does not also make you wish you hadn't just done that with them...

 

All Items of Any Tier also have a Level! This Level will always be between 1 and 100, with 100 Being The OP Phlebotinum that a setting runs on, and 1 being dirt, or something equally boring and unimportant.  The Level of an item determines how powerful and interesting it is, but it also determines how Difficult it is to work with! 

 

How does this relate to crafting, you ask? Simple, Now Crafting uses this system!

 

Crafting with any number of items results in an item whose Level and Tier approach the Level and Tier of the two items whose Level and Tier are the Greatest.  The DC for Crafting is always ((Highest Item Level/Best Item Tier)+Item Number). This means that if you craft a Low Level High Tier Item with a High Level Low Tier item, the DC will be Extremely High, but the Result will be Extraordinarily Powerful!  However, The Tier and Level of an Item has no Bearing on how much of a THEMATIC effect it can have on it's crafted children, a Low Tier Low Level Item can still dominate the Fluff of a Crafting Roll, so Mix and Match to get the most mileage out of your items when crafting!

 

The Core Craft Roll now is (Int+3d6) Verses (DC), However, this is subject to change.

 

Lastly, Items also have a core theme, which may go against your character, this determines whether the craft check is Positive or Negative!

 

A Positive Craft Check merely tells you whether or not you get Bonuses or Bad Effects during a Crafting Operation, While a Negative Craft Check determines if you Even Succeed at all!

 

A fire mage will not have a good time trying to craft an Ice Machine, so if he tries, his Craft Roll will be Negative, thus, if he fails the Dice Check for his Roll, then the machine either fails to work at all, or works at a massive disadvantage to the user! Bad Things may even happen right then and there as it explodes or summons a monster to attack the crafter!

 

A Fire mage who is a smart cookie however, can mitigate this, crafting a Heating Magic Crystal instead, and receiving a Positive Craft Roll instead! It is a foregone conclusion that the fire mage will succeed, he's a gosh dark fire mage! it's what he does! So the Dice Check here just tells you how well he did at it!

 

(KEEP IN MIND: Some Items just hate everyone, because they are Great Big Old Meanies, Items with this property may or may not be marked as such, That Fire Crystal you are crafting with might contain an evil spirit, who does not care if you are a fire mage, and just wants to ruin your day no matter what! This item will never give a Positive Craft Roll, poor thing...)

 

(UPDATE: Enchanting!!!!! ;))

Spoiler

Hello Filthy Magic using Scum.  I hate you.

The Dice check for enchanting is simple, You perform a crafting operation as per normal, with only one item, and it's according DC, only you use Syn in place of int, and every special quality and threshold on the item increases the DC by 50%

 

Edited by Hal Henderics
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Basically Horatio but not Sauron pretending to be Mr. Rogers pretending to be Sauron.

 

Name: Az. Prefers to be called "Michael Mot"
Age: Exactly 39 Years and 6 Months, does not like aging
Gender: Male
Race: Technically a Human
Class: Pale Rider
Appearance: An exactly middle aged man with a weathered appearance and curiously greying hair that seems to have started to recede much too soon. His eyes are a curious green, and he does his best to radiate friendliness with them, his chin has a very slightly squarish shape to it. his cheekbones are rather well defined. His skin is a bit too pale for someone who claims to work outside, but the outfit he wears does reveal pretty much none of his skin. His chevron mustache is extremely thick, and he has chosen to not have a beard due to the discomforts that might cause with the kind of helmet he wears. he always wears a pair of white gloves on his hands, and his red sneakers are well worn and rather comfortable.
Sex: Male
Personality: Michael is a rather friendly man who speaks with a jovial and kind tone of voice, and he has a rather marked aversion to the usage of swear words. He is rather inqusitive, and he seems to genuinely want to know as much about your life as possible. He is not a very violent man by nature, and he prefers to try and solve potentially violent situations with diplomacy, or if that fails the good old warning of a violent and decisive series of actions that he would be forced to undertake if the aggressor wishes to try their luck a little too much. He can be quite annoying when he is drunk as he does have a tendency to talk about the inevitability of death and how no one loves him for doing his job, or the prospect of aging more and not being able to do his job properly; he is basically a regular middle aged man undergoing a crisis when he is drunk.
 
Level: 5
HP: 85
Init: +21
 
Stats:
 
Strength: 12
Constitution: 11
Dexterity: 7+5
Intelligence: 0
Synergy: 0
 
Perks:
The Duelist:  Any time Michael deals single target damage to a target he may choose to taunt them, forcing them to include him as at least one of the targets of their next action.
Satisfaction, Demanded: Grants Michael access to the action "Showdown at High Noon"
Quick Draw: +1 Dex per level
Edge of Death: Every time Michael makes a weapon attack he gains one stack of "Patience".  For every stack of Patience Michael has he deals 5% more damage.(caps at 100%)
Likely cause of death: Michael loses every fifth round as he has to manually brake his motorcycle to prevent it from just ramming into a nearby wall
  
 
Actions: (18 AP/19 AP)
 
(Perk Backed Level 1) Showdown at High Noon: Michael challenges a single enemy to an old fashioned style duel by stepping off his motorcycle for once, and staring them dead in whatever passes for an eye these days, or by firing a single warning shot if that doesn't work.
For Three rounds if the target doesn't target Michael with an offensive action, or is helped by an outside force by healing or buffing, Michael gains a free action that can only be used to make a Weapon attack next round. Michael can end the effects of the duel early as a free action. This action has a six round cooldown
TL;DR Marks a target and then grants weapon attacks against them if they do anything that isn’t attacking Mot.
Level 2: Increase duration by one.
 
(Level 1) Stunted Strike: Michael strikes an enemy with his weapon of choice before using his bike's superior speed to get the hell away from the combat zone.
Mot deals Weapon damage to a single target and activates his Defend action. Three round cooldown.
Level 2: The cooldown is now two rounds.
Level 3: The cooldown is now one round.
Level 4: The cooldown has been removed entirely.


(Level 1) Confidence Booster: Michael does a comparatively easy stunt like doing a wheelie or popping an endo before shooting a nearby enemy.
Deal Weapon damage and restore [Damage dealt]/4 HP.
Level 2: Now [Damage dealt]/3.
Level 3: Now [Damage dealt]/2.
 
(Level 1) Mortality: Sometimes when Michael is in danger, time just seems to slow down, which allows him to pump the baddies full of lead.
Michael can choose a single ally to protect with this action, when that ally is attacked with a melee attack, Michael deals Weapon Attack damage to their attacker. This effect has no duration or cooldown, but it disappears after being triggered, and only one can be active at the same time.
Level 2: Now triggers twice before disappearing.
 
(Level 1) Ten Men Dead Before I could blink: Michael quickly takes out his massive weapon of choice and discharges it on an opponent almost in the blink of an eye.
Deal Weapon damage+Init difference to a single target.  Two round cooldown.
Level 2: Now has a one round cooldown.
Level 3: Now has no cooldown.
 
 
Inventory: Thermos full of black coffee; never needs to be refilled, A bag with a dramatically appropriate amount of ammo, an obituary that lists the identities, time till death, cause of death, and words that can be used to calm them down, the obituary only lists people who come from his world, and a section marked "Special Cases" only has the words "HAVE FUN ON YOUR VACATION Az." written on it, several tins of beans, several things tucked away in corners that he has forgotten about.
 
Craft Materials:
7 Craft tokens converted to starting equipment

3 craft tokens from the system rework

And he didn't get the 3 tokens from the end of the fates because it was a reset to 3 not a +3 and since no one ever got back to him on that craft he still has 10 Tokens earned in total.

 

Equipment:
 
"Compassion": A parkerized Mateba Autorevolver Model 6 Uniqa Hunter that chambers some oddly high powered round that is a frankly unsafe combination of a .44 Magnum round with an excessively dense tip, and a rocket. The weapon has enough recoil to shatter the wrists of most mortal men.
Total 5d10+Dex damage to one target, not subject to miss chance.
Level 1 - Deals 4d6+Dex damage to one target, reduces the user’s Init by 12-[Str].
Level 2 - Inevitable: As long as Michael has this weapon equipped, he can pull of some rather ridiculously accurate shots. Attacks made with this weapon can no longer miss.
Level 3 - Mortal Bane: Deals +1d damage.
Level 4 - Precision: Now uses d8s.
Level 5 - Impact: Now uses d10s.
 
Biker's Outfit: Nothing but a Black leather jacket that stops just before the waist, a black motorcycle helmet that he wears when riding his bike for obvious reasons, and a tough looking pair of black pants. He just likes the color, well...almost as much as he loves the music of a certain man in black....
+12% Physical(non-magic/energy) damage resistance, reduce Init by 8-[Str](minimum 0).
 
Pale Horse: A seemingly sentient motorcycle that he can never seem to shake off, it has currently decided that it wants to be a bone white Kawasaki Ninja, a series of stripes that form a rainbow can be seen on both sides of it.  The motorcycle does it's best to follow Michael everywhere he goes, and it resists all methods of tampering with it. No matter what happens, the motorcycle will be there, watching.
+9 Init, user gains a 50%-([Dex]*5) miss chance while equipped.

 

Celestial Hand Cannon: magnificent piece of fine craftsmanship, made from a strange polished redish metal and gilded in silver. Deals 3d8+[Dex] Dark/Light damage to one target, weight of 6.
Level 2 - Starlight: This weapon has a 10% chance to crit for double damage.
Level 3 - Solar Flare: Critical hits with this weapon now deal an additional 2d8 Fire damage before multipliers.


Personal G-Diffuser: A Large Brick of tech which has the effect of creating a barrier which reduces gravity and grants resistance to pressure forces. It is commonly used in Arwings to enable extremely advanced aerial maneuvers, though this smaller one is fit for personal use.
-G-Diffusion: All Equipped Gear has it's weight reduced by 1.  Gear cannot be brought below 0 weight.
-Force Resist: The user becomes resistant to Physical Stun, granting them an opposed check against Hard Stun, and +5 to resisting tuns which already have an opposed check.

 

Craft mats:
Membrane, Tier 1 Level 78.

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  • 2 weeks later...
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.

Updated sheet. 

Edited by spümpkin
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Secondary submission:

Spoiler

Name: Void Walker Morgan Cassius

Age: ~30 not quite sure due to jumping from dimension to dimension.

Gender: Male

Race: Magi/Human hybrid, the distinction between magi and human is negligible at best, they share the same anatomy and the only major differences are left-handedness and the ability to(with some practice) command world shaking elemental power.

Sex: Male

Appearance: ~6'10", very short dark brown hair, tan skin, broad shoulders, heavy body style but in good shape, gray eye color.

Personality: Normally level headed, a bit sarcastic, but generally polite.  He often comes off as abrasive and/or rude to those that don't know him, but he's fiercely loyal to those that he considers friends and allies.

Backstory:  Morgan grew up on a "Normal" "non-magic" earth world, then in his late teen years a set strange circumstances involving a Girl, a Necronomicon, and the MIB(The details of which I won't go into deeply), that lead not only to him being exposed to magic but he also managed to travel to a foreign world on his own.  This new world was one ruled by magic where technology was...different.  Morgan learned many things within the first couple years of living in this new world, notably: who he was descendant from and what that meant to the people of this world, how to channel his inborn magical talent, and that his magical talents were very similar to those of the girl he chased to and found again in this world.  Fast forward about seven years, him and his now wife(among others) are fighting off a small army of lesser demons lead by an unknown being(trespasser) when his wife is struck by a blast of dark magic from said being that sends her comatose immediately and releasing her consciousness and soul to wander the empty void aimlessly and indefinitely.  Another year or so later of maintaining his wife's mortal coil in a stasis of crystallized mana and exhausting every other option available to try and find her, he decided to violate consulate law and Void-walk to other dimensions to try and find her or at least the thing that put her the way she is and kill it.

Role: Mage/Healer

 

Level: 4

HP: 82

Init:  +0

 

Stats:

Constitution:  9

Resistance:  0+6(Armor)

Dexterity: 0

Intelligence: 4

Strength: 6+4(MoaM)

Synergy: 7+4(MB)+2(RoW)+1(PD)

 

Equipment:

 

Name: Eventide, Blade of the setting sun.

Description: A large Zweihander like sword with a 4' long blade and 10" handle.  It's carried in a sling on the back and Morgan is able to use it like a Bastard sword, alternating from one to two hands.  The blade retains a magical polish that keeps it clean and reflects light in the colors of the setting sun(reds, oranges, pinks, etc),

Type: Weapon

Damage:  5d4(3d6 base) + [Str]

Minimum Stats:  [Str]3

Weight:  7

Syn Threshold/Bonus:

-Every 5/Increase damage by one weight level

Special Qualities:

-Power Syphon:  When you take the "Basic Defense" action with Eventide and block a magic or energy based attack add [Syn]/2 to your [Res] against that attack and add one charge to Eventide.

You cannot hold more than three charges and charges dissipate at the end of combat.

When you make a "Basic Attack" action with Eventide add [Syn]/2 for each charge and remove all charges.

 

Name: Pale Wisp

Description: It looks like some sort of intangible mass of sparks or fluff that emits a ghostly aura and glow.  The being seems to be unaffected by any physical actions and to revel in magical energies that pass by.  It is no doubt parasitic and feeding off the magical aura of Morgan’s presence, though it’s useful at times as it seems to enjoy feeding off the energy of magical attacks made against Morgan.  Though it doesn’t seem to be able to speak it has been named George.

Type: Bauble

Syn Threshold/Bonus:

-Every 5/Increase “Mana Sponge” bonus by 5%

Special Qualities:

-Mana Sponge: Due to the rapacity at which it consumes magical energy(especially that used in attacks) it reduces the damage Morgan takes from magical and energy based attacks by 10%(now 20%).  

 

Name: Personal Deflector
Description: A Large Brick of tech which has the effect of creating a force field which can deflect projectiles, but not melee attacks.

Type: Bauble

Minimum Stats:

Weight: 0

Special Qualities:

-Deflector: The user's Basic Defense now has the option (Decided on use) to send projectiles back to the attacker, however, if the user is hit with a melee attack while this is active, the User is Stunned.

-Minor Warping: +1 Syn

 

Name: Rod of Warping

Description: To the naked eye it’s an ornate solid turquoise rod about 18” long, however to those sensitive to magic it appears covered in magical glyphs and enchantments that grant its various powers.

Type: Bauble

Weight: 8

Minimum Stats: 8Syn, 4Str

Special Qualities:

-Null Barrier: Once per combat when you take basic defense you may choose to reduce incoming magical/energy attacks by 90% instead of 50%(this effect doesn’t stack with any other % reductions.).

-Thinned Reality: +[LVL]/2 Syn

-Come Along: Augments existing abilities by allowing the user to take any number of extra entities with them when traveling through the void, so long as physical contact in maintained. This ability is only functional if the user can already travel the void.

-Soul Vulnerability: Each instance of damage you take(including DoT) is increased by [LVL] pure damage.

 

Name: Mage Hunter’s coat

Description: A Trench coat made of thick leather, softened, dyed black, and enchanted to grant a certain amount of physical and magical protection.

Type: Armor

Armor: +4 [Res]

Weight: 4

Syn Threshold/Bonus:

-Every 5/+1 [Res]

Special Qualities:

-Curse Bane: The many enchantments on the coat make more difficult for curses to take hold.  Any debuffs or elemental status effects inflicted while wearing the coat have -1 to their duration, minimum duration of 1.

 

Perks:

 

Mage Blooded: Morgan possesses great inborn magical power.

Mechanical effect: +1 [Syn] per level.

 

Mountain of a Man: Morgan breaks the trope of "weak and feeble wizard" by snapping it over his knee and grinding it to dust with his bare hands.

Mechanical effect: +1 [Str] per level.

 

Void Walker: Using the correct ritual, knowledge, spells, foci, and a fair amount of luck Morgan can open a gateway to the vast emptiness and hurl himself through a sort of protective tunnel from one world to another.  This can also be done on a more local scale, and due to the shorter distances involved the procedure is much more simple and can be done(with some practice) in combat without having to hardly think about it.

Mechanical effect: Allows Morgan to teleport around the battlefield and grants [Syn]*2 dodge chance.

 

Flaws:

 

Vessel Burn: Morgan’s soul acts as a conduit through which great magic power flows into the world to be controlled by his physical vessel, the only problem is that most physical vessels aren’t able to withstand raw magical power and thus are prone to rapid degradation and failure if proper restraint and control of this power isn’t maintained.

Mechanical effect: You’re dealt [LVL]*5 pure damage for each non-basic, non-abstract, action taken consecutively beyond the second.


 

Actions:

Basic Attack: A simple attack that deals weapon damage, most likely a sword of some sort for Morgan.

Basic Defense: Either a sidestep or a block with Eventide.

 

Suffer(passive): Come out of your dodge vengeful and throw out shards of crystallized null energy that pierce through your attacker’s armor and strike at their core.

When you dodge an attack you may immediately follow up with a counter attack that deals [Syn]/2 pure damage.

Level 2: +5% dodge chance

Level 3: +5% dodge chance

Level 4: +5% dodge chance

 

Teleport Splicer: Study your enemies before taking action. Then teleport to your target and strike, teleport again and strike again, repeat until you’ve struck all your marks then teleport away.

Make a basic attack*2, the damage sum may be divided among as may as four enemies, takes an extra turn to activate, cooldown=2.

Level 2: +damage*0.5, +1 max targets.

Level 3: +damage*0.5, +1 max targets.

 

Void Augmentation: Infuse a target with void energy tricking reality into thinking they're more powerful than they are. Add [Syn] to one target's stat of choice for two turns, cooldown=1.

 

Soul Mending: Channel calm, restorative, energies into your target’s soul that heal their broken body on one of the purest levels.

Restore [Syn]*1.5 HP of one target, cooldown=1.

Level 2: +[Syn]*0.25

Level 3: +1 target

Level 4: +[Syn]*0.25

Level 5: +1 target

Level 6: -1 cooldown


 

Inventory:

-Crafting:

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

(Tier 1 Level 100) Gamma Metroid Nucleus.

(Tier 1 Level 80) Gamma Metroid Carapace.

(Tier 1 Level 55) Gamma Metroid Jelly.

 

-Equipment:

 

Name: Wand of the Hollow

Description: A polished, twisting shaft of dark, spalted, wood that leads up to four carved prongs that along with reinforcing silver inlay hold tightly to a single large crystal of black quartz.

Type: Tool

Minimum Stats: [Syn]3

Use: A wand is used in alchemy, enchanting, and almost every ritual.  Basically, anything that requires magic in well controlled and precise amounts needs a wand.

 

Name: Bag of Holding

Description: A simple and small leather satchel, who’s only identifying marks are a depiction of two live-oaks standing in a swamp arching over an Ouroboros on the front of the flap.  If it were mundane the bag would be able to hold little more than two standard house bricks.

Type: Tool

Use: Upon placing something that fits fully within the bag and closing the lid the item in question is whisked away into the bag’s pocket dimension, thus the bag constantly appears empty.  In order to retrieve something from the bag one must simply know what they’re looking for, “ask” the bag for the item(by using a small amount of magical will, something anyone who can use magic can do), and then reach their hand into the bag where they will find the item in the bottom.  If your request is to generic(it must be something like “I need $1.52” or “I need my wand”, simply “I’m looking for weapons” won’t work), if the bag doesn’t contain the item in question, or you don’t(or can’t) follow the steps properly the bag will simply remain empty.  The bag isn’t just an enchanted item but a link to an extradimensional entity that is happy to store your stuff for you, but like all living things it prioritizes self-preservation and will reject any items it deems will do it harm, it won’t take that bomb that’s about to go off but it’s happy with inactive IEDs, it’ll reject that ring of cursed corrupting but your enchanted sword is just fine.  It’s assumed to have an intelligence of at least ten which it uses to identify items that might harm it.  The bag can be very passive aggressive against people it doesn’t like(oh you need $1.52? have 152 pennys).  It will also attempt to escape dangerous situations or people who mistreat it, the most physical movement it can muster is limited to twitching and lurching as if there were a small animal trapped inside.  The bag’s name is Richard.

 

 

 

-Items:

 

Ritual components(various objects from gemstones, to wood splinters, to powdered scales.)

Ashen chalk(made from the potash from various types of magical trees and used to create ritual circles.)

 

Edited by StormLord
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@StormLord

I think that the flaw for your secondary should probably scale, because it stops being a very big flaw at later levels. (Also, can there be turns where he is not attacked at all? Or does he have to be hit on two consecutive rounds?)

One thing I'm not certain about is Suffer, since it's a passive that actually does two things, creating an auto attack, and increasing dodge chance. It might need to be separate passives? idk

Could teleport slicer be described as "Make a basic attack at 2x power, either split between people, or on one target"? (And next level would be 2.5x)

Warp is basically an autokill with a check on things with a body or soul? I do like the idea of it having more of a chance of killing if the enemy has low HP... (Possibly a bit of kill stealing :) )

Soul mending's levels seem rather odd? Because by adding another target, you effectively double the healing, but all the other levels only add an extra .25xSYN...just seems a little odd.

 

 

 

Edited by Strider
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Do you think levelx5 would be appropriate scaling for the flaw?  and I'll reword it because it's suppose to deal damage every turn taken beyond two.

My train of thought for Suffer was that it's triggered by dodging, so upping dodge chance seemed better than simply upping damage.

I can do that.

Maybe a little kill stealing, but if it keeps the the boss from killing half the party in one final hit I don't think people will mind.(I don't look at it as insta-kill as much as "a chance to deal massive damage but only if that damage would kill your target".)

Honestly I don't know much about healing balance in this game and I wanted a healing action quick so I just threw something together based on what I found others having.

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Spoiler

Name: Orville

Age: 17

Gender: Male

Race: Gremlin

Sex: N/A

Appearance:

File:Gremlin concept art.jpg

Personality: Very impish. Has a strong sense of morality but also tends to judge people based on his own impressions rather than because they’re a dark lord hellbent on world domination for example.

 

Level: 3

EXP: 200

 

HP: 42

Init: +5

 

Stats:

Constitution: 1

Dexterity: 5(8)

Intelligence: 9(10)

Resistance: 1(4)

Strength: 1

Synergy: 5

 

Complexity: GM-determined stat. It represents how difficult a character is to run in a combat situation. Having complicated effects or extra variables to track will increase complexity. The GM may reject a sheet if their complexity is excessive. As a general rule, cooldowns, buffs, debuffs, and variable (e.g. 1.4x something) bonuses will increment this stat by 1. Perks that radically change how a character operates within the game mechanics will increment it by more.

 

Perks:

I Have Destroyed Over a Thousand Blades: Gremlins have gotten so good at taking things apart they got bored and started putting them back together. The user can create Minions and Items from parts, using blueprints gained by studying destroyed artificial entities.

 

Sufficient Application of Duct Tape: Due to only having stolen parts Gremlins have learned to deal with subpar materials. Any Item created by the user is one Tier higher than it would otherwise be and normally Tier 1 Items double in level.

 

Reconstituting Rice Krispies: Legend tells of a Gremlin chef who when he didn’t have the material to make chicken teriyaki took the rice out of his roommate’s Krispies. This isn’t quite as good. Able to break anything down into raw materials including raw materials.

 

What Kind of Stupid Power is Heart?: Despite knowing the ins and outs of Patchworks and other biomechanical constructs Gremlins are completely incapable of understanding standard biology. Skills are half as effective against non-artificial targets.

 

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: Acme Brand Zap-Gun

Description: A small handheld gun that ionized a straight line in front of it and then fires a blast of electricity down the resulting path.

Type: Weapon

Damage: d6 + Dex

Minimum Stats: N/A

Weight: 1

SYN Threshold/Bonus: 5/Add 1 to DEX

Special Qualities: Does 1.5x damage to electrical Entities (robots, computers etc).

 

Name: Standard Issue Gremlin Jumpsuit: Periwinkle

Description: See Above

Type: Armor

Armor: +2

Minimum Stats: SYN 3

Weight: 1

SYN Threshold/Bonus: SYN 5/Add 1 to Res

Special Qualities: Allows the wearer to float a few inches off the ground. When synergizing with any Anti-Gravity Item or Effect, grants flight and adds 2 to Dex.

 

Name: Anti-Gravity Computer.

Description: The thing strapped to my chest. A powerful computer that uses local gravitons as bits.

Type: Bauble

Weight: 1

SYN Threshold/Bonus: 5/Adds one to INT

Special Qualities: Lowers all Item weight by 1. Also allows wearer to float a few inches off the ground.

 

Actions: 1AP

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.

 

Disassemble: Passively do half INT extra damage to all Artificial entities

-Level 2: Add full INT to damage.

-Level 3: Add 1.5*INT

 

Gremlin Curse: Able to attack equipment.

 

Patch Job: Restore 1d4+INT HP to an Artificial target.

 

Sufficiently Analysed Magic: Add 3 to any craft roll for an item which has been broken down and studied.

-Level 2: Add 6

 

Analytical Aiming: Make a ranged Attack, add INT to the damage. 1 turn cooldown.

 

Inventory:

Small multitool.

Pocket Dimension: Opening to the private dimension where all the Gremlins in the multiverse throw away the Tier 3 mechanical and electronic parts they stole.

1000 units of filthy lucre

Well spoilers are confusing. Anyway the above is my character Orville. Based on the Gremlin from Bugs Bunny. And to a lesser extent some of the NPCs in Epic Mickey.

Things Orville has Taken Apart and What They're Made Of:

Spoiler

Eldritch Food Voucher Generater: Turns objects into food vouchers.

It is made of a Grinding Wheel, several stages of gears to reduce turning force needed, and a natural black hole that has been enchanted with eldrich magic, turning it into pure energy and lore which is then harvested for mass and energy to turn into vouchers via the Energy Extruder. NOTE: Black hole containment unit and Energy Extruder are made of a special alloy of living mass intertwined with metal to hold the energy.

 

Edited by The Froggy Ninja
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Silef Asterlux

 

Name: Silef Asterlux
Age: 28
Gender: Female
Race: Human/Sorcerer
Sex: Female
Appearance: Tall for a woman, with an athletic physique. Shoulder-length blonde hair and green eyes, with an fairly angular facial structure and high cheekbones. She bears a few scars from battles old and new, including one that cuts just under her right eye. She wears an elegantly worked longsword with an ornate scabbard at her side. Armor of a similar artistic quality covers her chest, wrists, feet, and shins. (it offers little actual protection, being ceremonial in nature.) She wears green clothing underneath, as silver and green are the colors of her house.
Personality: Silef acts with all the pride and haughtiness that one might expect from the daughter of a noble house, if not more so. She tends to be dismissive of anyone she considers below her station, thinking they are not worth her time. She is also quite impulsive and almost brash, with little patience for those who are not similarly quick with their decision making. However, she also has a firm sense of morality and acts as closely to her ideals as is possible, often at cost to herself. Silef feels personally responsible for everyone who might be placed under her command, despite her mistreatment of the individual. Much of her rude behavior stems from the stress resulting from this feeling of accountability leaking into other aspects of her life.

Level: 5
EXP: 

HP: 65
Init: 

Stats: 
Constitution: 2
Resistance: 4+4 (0)
Dexterity: 12 (20)
Intelligence: 0
Strength: 2
Synergy: 12 (14)

Complexity:

Equipment:

Name: Moonsilver Rapier
Description: A sword balanced for use with one had. The steel composing it has been alloyed with moonsilver, a metal said to resonate with magical power. 
Type: Weapon 
Damage: 2d3+DEX (2d6+DEX)
Minimum Stats: N/A
Weight: 2
SYN Threshold/Bonus: Every 4 SYN upgrades this weapon's damage by one weight class. 

Pierce: This weapon has a DEX% chance of dealing 1.5x damage. 

 

Name: Moonsilver Regalia
Description: A set of fine clothing intermixed with ceremonial armor pieces. Expensive, at least when it was made, and one of two sets of heirlooms, but not particularly durable or protective by itself. 
Type: Armor

Armor: +2 (4)
Minimum Stats: N/A
Weight: 0
SYN Threshold/Bonus: Every 5 SYN of the wearer adds an additional point of RES.

At 10 INT, once per battle, the user can increase the effects of any action considered magical by 40%.

Commanding Aura: Increases the potency of outgoing buffs by (Level/2). 

 

Name: Asterlux Diadem
Description: A finely-worked moonsilver circlet intended to be worn with the Regalia or set into a helm forged to receive it.  It has a decently-sized yellow topaz set in the forehead area that seems to glow faintly with an inner light. 
Type: Bauble
Minimum Stats: 2 SYN

Echoes of the Divine: Increases the wearer's SYN by half of their level, rounded down.
Perks:
Life and Death: Silef fights incredibly recklessly, taking every opportunity to inflict damage upon her opponent. Her RES is always 0, and her DEX is increased by the amount of RES lost in this way for the purposes of dealing damage. This also disallows DEX-based defenses, such as dodges. 

Second Chance: If Silef would be KO'd by an attack, her HP falls to one instead, and she immediately makes a basic attack against the enemy that made the initial attack. Once per battle. 

 

Lead by Example: For every three points of damage Silef deals, one point is added to a pool. This pool can be spent to heal an ally as a standard action. 

 

Scourging Radiance: Silef gains one point of mana per turn, which she may use to cast empowered versions of her normal actions. 

 

Flaw: Reckless: Silef automatically fails all ailment saves. Effects that grant immunity to ailments instead allow Silef to save against them normally.

 

Actions: (9/18)

Basic Attack

Basic Defense
 

Flametongue: Unleash a burst of flame from one's fingertips, dealing 1.25SYN damage to 4 enemies.

-Level 2: Increase target number to 4 from 3.

-Level 3: Increase damage to 1d6+SYN from SYN.

-Level 4: Increase damage to 1.25SYN.

---Light Blade: Expend one point of mana to ignore enemy RES while attacking. 

----Level 2: Increase amount of RES ignored.

 

Wall of Fire: Select three allies. Reduce all damage they take by SYN this round, and inflict half that on any attacker.

-Level 2: Target two allies.

-Level 3: Target three allies.

---Wall of Light: Can be maintained as a free action for one mana on casting, and an additional point per turn. 

 

Blazing Blade: For 5 attacks, increase the outgoing melee damage of an ally by SYN.

-Level 2: Lasts for 4 attacks.

-Level 3: Lasts for 5 attacks. 

-Level 4: This can be split among any number of allies, as long as the total number of hits does not exceed the current maximum.

---Sword of Light: Only works on Silef. For one mana per turn of use, ignore half of enemy RES.

----Level 2: Ignore all RES.

 

Eruption: Strike a single target for basic attack damage+SYN after one round of windup. 

-Divine Blast: For every point of mana spent on this attack, increase the damage by 30%. 

Inventory:
 

 

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The inevitable secondary submission. Meet Petro, the work maniac the dark knight! 
 

Spoiler

 

Name: Sir Petro Black

Age: 30

Gender: Male

Race: Human

Sex: Male

Class: Dark Knight

Appearance: A 182 centimeters tall man fully clad in dark armor, though completely unhindered by it. The Baron crest can be seen on the back of the armor. A red sheath is strapped on the armor’s back. Beneath the armor, Petro is a man that looks like he’s in his fifties despite his actual age. Wrinkles can be seen all over his face. His hair is white with a few strands of blue hair. It seems to be regularly maintained.

Personality: Petro is one of the few knights that had passed the grueling trial of Darkness. He leads the City Guards passionately, and is often send on expeditions to bandit bases and newfound dungeons. He holds his identity proudly and abides the Knight’s Code, although he interprets the code differently from how a Paladin would. As a result of longtime usage of dark powers, he has not only decayed on the surface, but also within his heart. He seems to care nothing about his life, only snapping back to his senses before obvious threats. Off-Duty, he is either staring at his sword, training with his sword or sleeping with his sword; he has no personal life to speak of. He values his job and his coworkers more than himself. He lost contact with his relatives a few years ago, but he doesn’t seem to care.

 

Level: 3

EXP: 300

 

HP: 74

Init: 1d20

 

Stats:

Constitution: 7

Dexterity: 1

Intelligence: 4 (5)

Resistance: 0 (7)

Strength: 10

Synergy: 0

 

Complexity: TBD

 

Perks:

Heavy Duty: Grants two Armor slots.

Clutch: Endures one attack that would bring this character down to 0 Health every battle and leaves his health at 1. Moves first next turn upon activation.

Indomitable Soul: This character’s soul gets more potent as the battle progresses. At the end of every turn, this character’s Soul level gets raised by 1, maxing out at 4. Starts every battle with 0 Soul levels.

For every Soul accumulated, this character’s Basic Attack gets a [STR]/2 buff in damage. Every soul also gives an additional +25% resistance against Dark-element attacks. Souls can be spent on certain actions.

The Price for Power (Flaw): Loses an additional 10% MHP every time this character inflicts damage (this is applied first before other effects occur). This flaw will only leave this character at 1 HP if he has 10% MHP or less.

 

Equipment:

 

Name: Blood Sword

Description: Copious quantities of blood have stained this sword's blade a rich crimson. Its alluring color catches collectors’ eyes. 70 centimeters long in length. A present from Cecil, the King of Baron, after Petro’s fifth year of service.

Type: Weapon

Damage: 7d4 + [STR]

Minimum Stats: 7 STR, 2 INT

Weight: 11

INT Threshold:

10 INT: Lowers cooldown to 2.

20 INT: Lowers cooldown to 1.

30 INT: Removes cooldown altogether.

Special Qualities:

Draining: When activated, heals the user by 50% damage dealt by this sword (always rounded up). 3-turn cooldown. Recoils against the user instead if the target is undead.

 

Name: Dark Armor

Description: Standard-issue black full body armor bestowed upon all of Baron’s Dark Knights. Dark energy fills this armor, giving the user more vitality to expend.

Type: Armor

Armor: +7 RES

Minimum Stats: 7 STR

Weight: 10

INT Threshold:

10 INT: +1 STR every two levels.
Special Qualities:

Dark Aura: Increases the user’s HP as if they were a level higher than they actually are.

 

 

Name: Dark Helm

Description: Standard-issue metal helmet of darkness bestowed upon all of Baron’s Dark Knights. The visor somehow makes it so one cannot see through it from the outside. Despite how clean it may seem, one can’t help but smell hints of blood from it.

Type: Bauble

Minimum Stats: 5 STR

Weight: 6

INT Threshold:

10 INT: Grants immunity to negative mental statuses (ie. Taunt, Confusion).

Special Qualities:

Core of Darkness: +1 INT every two levels.

 

Actions:

Basic Attack – Quick Slash: A swift and clean cut with a sword. Damage depends on the sword used and the Soul levels accumulated.

Basic Defense – Black Parry: Meets the target’s attack with a sword, backed by dark energy. Halves the damage taken.

Soul Eater: A massive surge of dark energy emerges from Petro’s body, sapping 1/4th of his max HP and dealing 30% Basic Attack (do not apply Soul damage boosts here) Dark-element damage to every enemy.

Petro can choose to spend soul levels to multiply the amount of damage dealt, with each soul spent raising the multiplier by 10%, starting from the base 30% multiplier (maxing out at 70%).

Fails if Petro would have 0 health after using this attack.

-Level 2: Increases the base multiplier to 45%, and the max multiplier to 85% by extension.

-Level 3: Increases the base multiplier to 60%, and the max multiplier to 100% by extension.

 

Revenge Blow: A vengeful slash that deals (Max HP – Current HP) damage. 5-turn cooldown.

-Level 2: Cooldown lowered to 4 turns.

-Level 3: Ignores 25% RES.

 

(Passive) Black Corrosion: The dark energy emitted by Petro erodes everything that are not used to it. Attacks inflict an additional 1d6 dark-element damage.
-Level 2: Deals 2d4 damage instead.
-Level 3: Deals 2d6 damage instead.

 

(Passive) Comeback: If Petro’s HP is equal or lower than 20%, immediately grants Protect, increasing RES by [Level]/2 for 3 turns. Can only trigger once per battle.

-Level 2: Additionally grants Temper, increasing STR by [Level]/2 for 3 turns.

-Level 3: Triggers if Petro’s HP is equal or lower than 35% instead.

 

 

Inventory: Leather Sack, 5000 Gil, Red Rag, Dried Sandworm Rations, a Tent and a dozen of Bomb Arms.

 

Edited by IntSys
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Spoiler

 

Name: Rich "Boomtown" Magnum 
Age: 83 (Relative) 
Gender: Male
Race: Human
Sex: Male


Appearance: A rosy-cheeked old white man, whose wrinkled, worn skin speaks of a man who has spent decades upon decades dedicating himself to his craft. His thin, white hair is parted to the left by a sheer cut as if it were the parting gift of a knife-wielding assassin who barely missed their mark, but in reality it's just a style choice to give his dome some flair even in its waning state. By contrast, his thick eyebrows stay a dark state of brown, the last domain on his body that refuses to be ravaged by the assault of time. Thin blue eyes rest in his head, flabby jowls supplant his jawline. AT first glance he looks like little more than a pudgy old man, but his large physique (6'3, 250+ lbs.) shows that many years ago he was a prime physical specimen, a dominant player in his own heyday.

 

As far as outfits go, Rich's typical "business" outfit consists of a black sports jacket over a collared shirt and a tie, with matching dress pants and shoes. In a casual or warm setting, he'll lose the jacket and swap the dress pants for some comfy khakis. He bears five gleaming Super Bowl rings on his hands, three on the left and two on the right.
Personality: Rich's vivacious and dynamic persona as "Boomtown" Magnum on the big screen is no workplace facade. Even in his twilight years, Rich still sees the multiverse as a place of wonder and excitement, and eagerly continues to take down endless notes on new strategic observations; Rich claims that no one ever knows enough. He's not the same hardass as he was as head coach of the Oakland Raiders, but at times he can be fierce with a no-tolerance policy for pessimism. The spirit of sportscasting still resides strongly with him, and to this day his speech is loaded with onomatopoeia, vague metaphors, tautologies, non-sequitur rambles and seemingly irreverent but amiable humor. Rich is more than aware of his elderly age, but it wouldn't be in his nature to turn into a bitter old man; He now sees himself as a mentor to all, and it his goal above everything to pass down his wisdom to the next generation. (He also is incapable of believing that anyone else is older than him.)

 

Rich is old, but not old school, and is a big advocate of using new technologies, ideas and processes in order to create a more sophisticated 'game'.

 

Bio: Rich was born in a working-class family in the external suburbs of Minnesota. His world would be described  by outside observers as "Football World", as while other worlds were dominated by card games, singing idols or racing, most societies on Rich's home world were obsessed with American Football. Like most boys, Rich grew up playing football and was noted for his exceptional skill; he was powerful, balanced and smart. He won many awards playing in high school and college, and was selected in the first round of the draft by the Philadelphia Eagles. However, before he would ever play a single game in the National Football League, Rich was the casualty of an accidental explosion during training camp, that left him with permanent knee damage and instantly ended his career as an upcoming football sensation.

 

Unable to give up the sport though, Rich became a successful college football coached and worked through the ranks to eventually become the head coach of the Oakland Raiders. The Raider's playing style and aesthetic was based on the ancient sea-fearing raiders of yore, plundering their enemies with high-speed, vicious assaults. While this gave the Raiders success early on in the franchise's history, modern teams were more savvy and some, like the Vikings and Buccaneers, had similar styles, but fused them with their own unique techniques and tactics that made them superior to the Raiders. For decades, the Raiders were a joke team, considered to be easy wins by their opposition. When Magnum came in, he did his research and decided that the whole team needed an overhaul. He was initially met with staunch resistance since the remaining Old Guard of the team insisted on sticking with tradition, which is what spurned this famous Rich Magnum quote, "Tradition is good, unless it sucks." The team made a transition from sea bandits into a futuristic post-apocalyptic legion that took influence from metal subcultures and The Road Warrior series. Galleys were traded in for motorcycles and sand buggies, the Oakland Colosseum changed its turf from an artificial set of coasts into a shifting desert. This rebranding of the Raiders left the rest of the NFL in the dust, and led Magnum to five straight Superbowl victories, an accomplishment that scholars say will stand for centuries.

But even coaching must end. Magnum retired at the young age of 42, but did not disappear. In fact, he was just as prominent as ever. He began his career as a broadcaster, showcasing his encyclopedic knowledge of football, and all his idiosyncrasies, to the wider world that made him the face of football. 

 

Magnum continued to be a revered part of football and all was well until one game in his 26th year of broadcasting; in what was supposed to be a regular pre-season exhibition, a rebel army seized the field, killing football players, coaches and spectators alike, and taking the rest hostage. The leader of this coup revealed himself to be Deadlift, the world's strongest man. Deadlift held several dozens world records for feats of strength. While he was the strongest person, he was also bitter, as he was too big to play football, and could never participate in the world's most cherished pursuit. He lived for decades in South America and Africa, building an army of non-football playing athletes, and people who just hated football too. During the coup, he declared that his army would wage a war on football, and that people would die until the N.F.L. disbanded, and sports like weight lifting were given their due. (Magnum was quoted while being a hostage, "Who would want to watch competitive weight lifting? You might as well watch me competitively eat a bagel!") Once the siege was cleared, Magnum built up his own force of retired players and coaches and fought back against Deadlift's Rebels, participating in major battles all of the world. The conclusion to this war came when Magnum created an army of robotic buckets tens of millions strong that forced Deadlift into his headquarters. Magnum then snuck in a Boturducken (a bomb, inside of a chicken, inside of a duck, inside of turkey) into Deadlift's H.Q. and denoted it, destroying Deadlift and the remnants of his army.

 

The victory was celebrated and once again, Magnum was a hero, but this marked a turning point in his life. He had grown up knowing nothing but football, and now he realized that there was more to life than just football, there was a whole multiverse out there, with an infinite number of worlds which each had their own version of Deadlifts, and sometimes much worse. There was the biggest baddey of them all, a force that struck out to destroy everything, the antithesis of existing. Magnum gathered up his belongings and set out to defeat the Trespassers, or at the very least do what he could to help those fighting back. "It's Sunday boys, so let's save the multiverse and play ball!"

 

Magnum runs a weekly podcast.


Level: 4
EXP:

HP: 10
Init: 0 (+5) + 1d20

Stats:
Constitution: 1
Resistance: 1
Dexterity: 0
Intelligence: 11
Strength: 2
Synergy: 11

 

Boomtown Express

 

HP: 50
Init: [Same as Magnum's]

Stats:
Constitution: 1
Resistance: 9
Dexterity: 6
Intelligence: N/A
Strength: 6
Synergy: 0

 

Equipment:

Name: Electromagnetic Projectile Launcher
Description: "It's got a boom to it I haven't seen since the days of gunslinger Moe Bontano!"  A cannon-like device that comes out of the top of the "Boomtown Express" during battle. 
Type: Weapon 
Damage: 1d8 (Standard)
Minimum Stats: 3 SYN
Weight: N/A
SYN Threshold/Bonus: None

- Driver Locked: Can only be used by the controller of the "Boomtown Express".

- Flexible Ammunition: This weapon normally uses standard energy rounds, but can be loaded with anything that will fit. Different ammunition has different results, some better than others.

 

Name: 5 Super Bowl Rings
Description: "People say that the fun is more important than the winning. But winning is fun! Write that in your newspapers." The five rings Magnum won for each of his NFL Championship victories. They all gleam, inlaid with gold, diamonds and various gems, each of them custom made to uniquely reflect each victory. 
Type: Armor
Armor: +5 INIT 
Minimum Stats: 4 SYN
Weight: 0  STR
SYN Threshold/Bonus: None

 

Name: Cup of Joe
Description: "Yes, it's a drug. A drug of champions." A large mug of coffee that Magnum sips on while he announces. Makes him appear like even less of a threat, because even a Trespasser has to think twice about ignoring the flying bricks to go after the old man enjoying his morning coffee.
Type: Bauble
Effect: Lowers the targeting propriety of the wearer for the enemy. 
Minimum Stats: 6 SYN
Weight: 0 STR
SYN Threshold/Bonus: None

 

Perks: 

 

The Boomtown Express - "Oh she's a beauty, don't tell my wife!"

When combat starts, Magnum instantly enters "The Boomtown Express", his signature transportation vessel cum mobile battlestation. The Boomtown Express has a starting Hit Pool of 50 HP and its Resistance is equal to Magnum's (INT+SYN/2), while its Strength and Dexterity are equal to 75% of Magnum's (INT+SYN/2). Magnum can not be physically harmed until the bus reaches 0 HP, at which point it becomes inoperable. The bus can be healed by replacing damaged and destroyed parts. This can be done through its Smart Processor, a washing machine sized device accessible through the lower side of the bus that can turn discarded metals into wheel axles, alternator parts, battery cables and so forth. It can also be healed through the means that other vehicles can be healed, such as by skilled mechanics or metallurgical magic. The bus is completely restored at the end of each Plot. The bus can be summoned outside of battle at the will of Magnum. 

When Magnum turned from coaching to announcing, his good friend, country singer Polly Darton, gifted him one of her retired tour buses so that he could travel from across the country in comfort and class. Magnum made extensive use of what would be come to be named "The Boomtown Express", adding various upgrades and modifications over the years. Once Magnum took on the Multiverse-rescue hustle, he began to pimp his ride out with strategic parts and modules.

As of now, its features include:

- A.I. Control System customized by Polly Darton. 

- Hyper-reinforced armored and wheels.

- Top-mounted Electromagnetic Projectile Launcher.

- SmartMetal Converter 4500(R)

- Turbo Option.

- Rooms: Driver's Seat (Manual Override available by entering the "Magnum Code"), Lounge Area/Main Seating, Fully Stocked Kitchen/Bar, Full Sized Bathroom, War Room and Sleeping Quarters.

- Leather Seating

- Flat Screen T.V. in the Lounge

- Cupholders

 

Play-by-Play Analysis - "At the end of the day it comes down to the fundamentals, the X's and O's. Boom, pow!"

Unlocks the Ability "Telestration". 

 

110% - "It doesn't matter how you are, what you are, when you are; the team that wants it the most is going to win!"

All of Magnum's Teammates receive +RES*(Magnum's Lvl./2) in combat. 

 

Aviophobia (Flaw) - "It's...it's no control right? Anything can happen to you, and you can't do anything about it. Why would you put yourself in that situation?"

Aerial attacks do 150% damage to Magnum.

Actions:

Checkdown (Basic Attack)- "Sometimes you can't go with what will make you win, so you go with what won't lose."

The "Boomtown Express" fires a football-shaped projectile from its Launcher, doing standard Ranged damage.

Evasive Maneuvers (Basic Defense) - "Buckle up, we're going for a ride!"

The "Boomtown Express" performs maneuvers like powersliding, drifting and barrel-rolling to avoid incoming attacks. Reduces damage by 50% after all other modifiers.

 

Telestrate - "It's a great play, but what makes it a great play? Let's go to the board."

Unlocked via Perk. Using Holographic Telestration, Magnum makes observations of the battle and its participants and draws up some analysis. Magnum chooses an Opposing Target 1d20+INT VS. 1d20+Opp.INT. If Magnum is successful, he figures out a Weakness of the target, reveals one of its Perks/Abilities, or gets a hint to help optimize his Team's performance.. (Ex., if the Target is doing X, respond with a Y-type maneuver.) Once a Strategy is successfully discovered, anyone implementing the Strategy in their actions gets an overall +5 to that action.

 

Long Bomb / Air Raid Offensive- "He's going deep!"

Magnum creates a strategic position and throwing motion for a Teammate, increasing the velocity and accuracy of their next attack. Target's next Ranged Attack does 50% increased damage.

- Lvl. 2 - Target's next Ranged Attack does 100% increased damage.

 

Interception - "It's going, going, going...and...he snatched it out of the air and he's taking it the other way! It's a game changer!"

Magnum instructs a Teammate that a ranged attack is coming their way, and if they prepare for it, they can reflect its momentum against the opposition. Magnum designates a Teammate, and if that Teammate is damaged by an opposing Ranged Attack next turn, the damage is nullified and 50% of the damage that would have received is instead added to that Teammate's next attack. Only works on once per turn, so any following Ranged Attacks that hit the designated Teammate after the first one behave normally. 4-turn Cooldown.

 

Blitzkrieg - "If you want to stop the opposing passer, you rush and rush and rush! And then when you're done, rush again!" 

Magnum coordinates the assaults of his teammates into a unified, relentless swarm that overwhelms an opponent's defenses. Magnum's Target receives an additional 5X% damage from melee attacks during that turn. (X = Number of Teammates performing a Melee Attack on the Target). 2-turn Cooldown.

- Lvl. 2 - The following turn, the Target's Damage Output is reduced by the 5X% modifier from the previous turn. 

 

Trick Play / 'Wildcat Formation' - "Oh, I bet that we're about to see something reallllly fun!"

Magnum hatches an elaborate play by switching the roles of his Teammates around, opening up new strategies and taking the Opposition by surprise. Once per Battle, Magnum can choose two of his Teammates. Those Teammates can claim one of their Partner's Abilities for the rest of the Battle and can use it as if it's their own. This can also target an enemy, who does not get to claim 

 

Hustle Play - "Finish the drive! 2 minute warning!"

Magnum sits down with a Teammate, gives them a game plan, squirts electrolyte juice into their mouth, slaps them on the butt and sends them on their way with a fierce but impassioned pep talk. Targeted Teammate can perform an additional Action during their next turn, and all of their active Cooldowns decrease by 1 turn.

Inventory:

Personal T.V./Laptop/Records/Books/Tape/etc. - The ramshackle collection of resources that Magnum uses to study, research and strategize. Mostly kept in the War Room, but when he wants to discuss things with teammates he'll bring some stuff out to the Lounge. 

Turducken - For Thanksgiving only.

Football - For throwing around the old pigskin.

Copious amounts of Beaver-Aid Juice - Self-evident. 

 

 

Wake up America, it's Sunday Morning! 

Edited by UrbanSamurai
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Hello everyone, New Blood here with my own characters to join the inter-dimensional shenanigans.

 

Walmond Reigard & Lambda

Spoiler

Name: Walmond Reigard
Age: 32 years old
Gender: Male
Race: Human
Sex: Still male
Appearance: Walmond is a fairly tall individual, roughly about 6 feet tall, and has rather pale skin. His hair is a dirty blond color, along with the faint beard he has growing on his chin, and his eyes are a dark brown color.
 
Clothing wise, Walmond generally wears standard clothing, consisting of a brown tunic, vest, and trousers, which are almost always covered by a large, darker brown cloak. He does wear light tan gloves, along with brown boots with his outfit.

Personality: Walmond is someone who loves to learn about the world and it’s mysteries. He always looks at things through a critical point of view, and while he can be blunt about what he thinks about people, he can also be fairly respectable towards most people. However, he his most current defining trait is his interest in the Trespassers. It’s the one thing he has no understanding about and wishes, with all his heart, to learn.


Background: Walmond, in his own universe, was a major scientist in the field of merging both magic and machines together. It was, in fact, how he created his non-sentient servant, Lambda. Eventually, it would seem that fate would decide that Walmond needed to join the fight against the Trespassers, taking him from his laboratory and dropped off into the fight against the Trespassers. Needless to say, despite his confusion of the sudden abduction, he has acquired an extreme interest in the Trespassers.
 
Perks:
Servant and Master
Walmond and Lambda share a summoner/summon relation. Their levels are 2/3rds of the normal level, and they both share their turns.

Metallic Core
Lambda herself is almost completely machine, with the rest of her being magic. As such, she gains immunity to status effects and debuffs that would not effect machines, such as poison. However, due to the fact that she is held together by magic, healing spells do have an effect on her, though at half the normal power. Repair healing, on the other hand, heals her normally.
 
Study of the Healing Arts
Walmond has learned to enhance the capabilities of healing magic so that it can affect multiple people at one, earning him access to the action “Healing Field”
 

Iron Wall: As part of her “programming”, Lambda is rather adept at keeping a threat distracted and occupied for her charges. Grants Lambda the action “Defense Procedures”.

 

Vulnerable to Attacks (Flaw)
Due to a design flaw when she was first made, Lambda takes  x1.5 more damage from magic based attacks. Walmond, on the on the other hand, takes x1.5 more damage from physical based attacks.

 

Level: 3
EXP: 100

 

HP: 42
Init: +3

 

Stats:
Constitution: 4
Dexterity: 6
Intelligence: 9
Strength: 0
Synergy: 3

 

Actions: 14/14
Bolt:
Walmond attacks with a burst of electric magic. Deals 1d6+INT damage.
- Level 1: Deals 1d6+INT damage to an opponent

 

Basic block: Walmond create a short lived magical barrier in front of him, reducing damage by 50%
- Level 1: Reduces damage taken by 50%
 
(Perk Backed) Healing Field:
Walmond has learned how to heal multiple people at the same time, and gladly uses it to his advantage. Walmond can heal up to 5 allies for 2d4+INT hp.
- Level 1: Walmond chooses two allies. Those two allies are healed by 1d4+INT.
- Level 2: Walmond can now pick three allies to heal.
- Level 3: Healing dice increases from 1d4  to 2d4.
- Level 4: Walmond can now pick four allies to heal.
- Level 5: Walmond can now pick 5 allies to heal. 


Tazer: A targeted bolt of electricity aimed more to stop an enemy instead of killing. Deals 1d4+[Int] damage, and forces a Con check against Walmond’s int. If Walmond wins, the target is paralyzed for three turns, and has a 50% chance to lose their turn at the start of each turn.
Level 1:  Deals 1d4+[Int/2] damage, and forces a Con check on the target against Walmond’s Int. If Walmond wins the check, the target is Paralyzed for 1 turn, and has a 50% chance to lose their turn.
Level 2: Paralyzed duration increased to two turns.
Level 3: Paralyzed duration increased to three turns.

Level 4: Damage increased by [Int/2]
 

 

(Passive) Command Return: In a pinch, Walmond can resummon Lambda back to him, allowing to easily keep doing her job of defending him. Each turn, the first attack against Walmond is automatically redirected to Lambda.
Level 1: Every four turns, the first attack of the turn against Walmond is automatically moved to target Lambda instead.
Level 2: Cooldown reduced to every three turns.
Level 3: Cooldown reduced to every two turns.

Level 4: Each turn, the first attack against Walmond will be moved to target Lambda instead. This passive cannot gain any more levels to increase its frequency.


(Equipment) Walmond’s Cloak: The cloak worn by Walmond at all times, imbued with magical energy left from his spells. While equipped, all healing spells used by the wearer gain a +5 boost to its healing.
- Level 1: All healing spells gain a +1 boost to their healing.
- Level 2: Boost increased by +1
- Level 3: Boost increased by another +1
- Level 4: Boost increased by another +1
- Level 5: Boost increased by another +1
 

Inventory: A leather journal which Walmond records his findings in.
 

Lambda

Spoiler

Name: Lambda
Age: 4 years old
Gender: Female
Race: Machine
Sex: N.A
Appearance: Lambda is about the same height as Walmond physically, only seeming to be taller than him due to the fact that she floats a few inches off the ground instead of walking. She appears almost completely normal, with short black hair kept nice and straight, pale skin just like Walmond’s, and has bright blue eyes.
 
Clothing wise, Lambda wears a large, black dress that covers every part of her body in black, with the shoulders, neck ends, and bottom of the dress sprouting into white frills. Aside from these frills, the dress is rather immobile, rarely reacting to the wind, due to the fact that it’s actually complete metal. Lambda also wears black boots, and grey leggings for leg wear. The strangest sight on her clothing, from a passing glance, is the fact that her arms are covered in large, black gauntlets that cover her entire arm from the hand to her shoulders.

 

Personality: Lambda is but a mechanical shell. Never speaks, and lives only to obey Walmond’s commands. She never reacts to anything, and only appears sentient with basic responses towards her being directly spoken to, such as a short bow, tilt of the head, and actions as such.

 

Level: 3
EXP: 100

 

HP: 57
Init: Based off Walmond’s roll

 

Stats: 
Constitution: 9
Dexterity: 0
Intelligence:
Strength: 9
Synergy: 4

 

Actions: 14/14

Arm Blades: Lambda’s large blades that extends from her arms. Deals 1d4+Strength damage
- Level 1: Deals 1d4+Strength damage

 

Basic Block: Lambda activates defense procedures, her arms expanding into large arm guards. Reduces damage by 50%
- Level 1: Reduces damage taken by 50% 
 
 Threaten the enemy: Lambda moves in front of her allies, practically daring the enemy to attack her. When used, Lambda can taunt up to three opponents to attack her.
- Level 1: Lambda forces a single enemy to attack her until her next turn. The target must be chosen ahead of time.
- Level 2: Lambda can now taunt 2 opponents
- Level 3: Lambda can now taunt 3 opponents

 

(Perked Back) Defense Procedure: A more risky approach to Lambda’s normal protocols, getting right in the face of an opponent to practically force them to attack her. When used, Lambda taunts one enemy for two turns, and applies a 25% damage reduction to their damage towards her. Two turn cooldown.
- Level 1: Lambda taunts one enemy for two turns, and applies a 15% damage reduction to their damage towards her, which stacks with Defensive Modifications. Two turn cooldown.
- Level 2: Damage reduction increased by 10%.
 
Defensive Modifications: Lambda takes a second to switch her blades for shields. For two turns, Lambda cannot attack, but gains a 35% damage reduction.
- Level 1: Lambda is unable to attack for 2 turns. In exchange, she gains a 25% damage reduction for that period of time. However, she can use non-damaging actions during this time.
- Level 2: Damage reduction is increased by 5%.

- Level 3: Damage reduction is increased by 5%.
 
Emergency Repair: Lambda stops fighting for a few moments to initiate self repairs. Heals Lambda for 3d6+SYN health, and ignores the reduction from her perk.
- Level 1: Lambda heals herself, without the normal reduction from her perk, by 1d6+SYN.

- Level 2: Heal increased by 1d6.
- Level 3: Heal increased by 1d6.
 
Electrical Charge: Lambda charges her blades to deal additional electrical damage. The charge actually causes Lambda’s eyes to glow much brighter than they normally do, along with her blades beginning to charge up with electricity. When used, Lambda gains a SYN+1d4 boost to her next damaging action, and can be stacked up twice. 
- Level 1: Until her next damaging action, Lambda’s blades gain a SYN bonus points of electrical damage.
- Level 2: Damage granted by this action now increases to SYN+1d4 bonus points of damage.
- Level 3: Damage granted by this action now stack, up to two times. The damage is still lost when she attacks, however.

 

 

... Honestly I'm just glad to be here

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