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


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Trespassers Assumed Economics <3

Spoiler

 

Players are assumed by word of GM to start with 5,000 Value of Equipment, And it is also stated by GM that 2 Weapons are worth 3 Pieces of armor, and that 1 Piece of armor is worth 2 baubles, Ergo, Players start with a weapon worth 2500 Value, a piece of armor worth 1600 Value, and a Bauble worth 800 Value, with a margin of error of 100 Gold for sundries.

 

Starting Weapon Unmodified=2500 Value

 

1d6+Stat Damage is worth 2500 Value

 

Assuming Average Die result of 3.5, and Maximum value in a stat (6), we arrive at an average unmodified damage being 9.5 Rounded up to 10.

 

Ergo, 1 Damage Economy Per Turn (DEPT) can be priced at 250 Value

 

This means that 1 Stat Point, for the purpose of pure weapon damage, can be rated at a value of 250 Value.

 

According to word of GM, 1 Level in a skill dealing flat damage over a Basic should add roughly 3 DEPT, Ergo, 1 AP for the purpose of adding raw DEPT by raising a skill from level 1 to level 2 is worth 750 Value.

 

2 AP Is worth 1 Weapon, at a value of 1 AP being worth 1250 Value, for the purpose of Buying an entirely new skill.

 

Starting Armor Unmodified=1600 Value

 

Starting Bauble Unmodified=800 Value.

 

 

 

Overview thus far, based on extrapolation. ALL RESULTS ARE BASED ON EXTRAPOLATION, DO NOT TAKE THIS AS LAW WITHOUT A GM'S OFFICIAL STATEMENT, NOT IN PART OR WHOLE.

 

1 Level 1 Weapon is worth 2,500 Value.

 

1 Level 1 Armor is worth 1,600 Value.

 

1 Level 1 Bauble is worth 800 Value.

 

1 Damage Per Turn on an enemy is worth 250 Value.

 

1 Stat Point used purely to raise damage on a basic attack is worth 250 Value.

 

1 Action Point used to create a new skill is worth 1250 Value.

 

1 Action Point used to Advance a purely damage based skill to level 2 is worth 750 Value.

 

Rough Crafting, just the way we like it <3

Spoiler
Crafters should get 800+((3d6+Stat)x25) Value the first time they harvest per battle, and Half that amount (400+(3d6+Stat)x25) Every time after that until they only get materials worth their specific rolls. The number is mostly arbitrary and for conversion later.
 
What this means is, for a level one character, you should get enough material to make a decent bauble if you harvest after every single battle, Or enough material to upgrade an Item twice on a perfect roll.
 
 
 
Secondly, Crafting should be ((3d6+Stat)*25)+(Value Spent)), 1d2 Chance to gain or lose 25%.
 
Critically failing a roll results in either a poor version of the item, or damaged versions of all the materials
 

Deconstructing an item uses a basic craft roll, and returns materials based on this roll.

 

Every item has a Roll Penalty equal to it's value divided by 300, excluding materials under 500 value, this applies to both deconstructing it and to crafting with it  It is therefore easier to break down a weapon if you plan to use it for parts anyway.

 

HP: Roll 1d2, on 1, take damage equal to the product's damage dice if it has one, and if it is a consumable, it loses 50% effectiveness if applicable. Add “Hastily Made” Tag to finished product
Requires Autosuccess in respective roll, requires blueprint or prototype
Can be performed while in danger.

(This item was made in the heat of battle or with a quick and brave hand, and it shows in the finished product in some fashion.)

 

 

Con: Roll 1d2, on 1, take Temporary Con Penalty of 10% next combat against Saves, In addition to a Con penalty equal to the Difficulty.
Requires Autosuccess in respective roll, requires blueprint or prototype
Takes large amounts of time, but can be used for batch crafting.

 

 

Strength: A “Crude” Tag will be added to the finished product. (The item was made with Brute Strength and It shows in the finished product.)

 

 

Dexterity: A “Rough” Tag will be added to finished product (The item was made with one's hands and dexterity, but was made with their Care of hand rather than their carefulness of thought, which shows in the finished product)

 

 

Intelligence: No Mandatory Modifiers, you get what you put in.

 

 

RES: Take Damage Equal to the finished product's value/250 which lasts until a healing ITEM is used, or until next combat is concluded, No mandatory Modifiers.

 

 

Synergy: Take a 1 Syn Penalty per difficulty modifier until rested, add "Synergistic" Tag (The item was made with powers from a particular world or school of synergy, this influences the end product accordingly)

 

 

Players would be expected to take the RESPONSIBILITY of crafting, and any post which is not formatted to be Maximally simple to parse would be ignored and warned.

 

The Ideal Post would look something like

 

"I Use my X Skill And/or my Y Stat to Craft

 

(Item Description)

 

From A, B, and C, whose value and difficulty mod together are (Total Price) and (Total Difficulty Mod)

 

The Roll should be ((3d6+[My Stat Here]-[Difficulty Modifier])*25)+[Total Value Here])+/-25%."

 

 

The GM Even then, reserves the Right to Auto-fail, Auto-succeed, or Ignore the post at their leisure, or postpone it if the plot is not currently in a position where this can be done feasibly, or if the post is poorly formatted, and A craft may have unexpected factors come to light at GM Fiat where appropriate.

 

The Rough, Crude, and Hastily Made Tags are any Bonus or Penalty assigned by the GM from using one's Strength, speed, skill of hand, or Determination to craft something instead of their minds and skill.

 
 
 
 
 
 

 

Edited by Hal Henderics
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Well, I'm another Bay12er coming from the Trespassers game that was run over there; I'll be making a sheet probably tomorrow or in a couple days. The character will be primarily support based and will have an init boost ability since I've been told in the Discord that's what's needed.

Edited by Powder Miner
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Right I'm just going to state here that I live in a +7 timezone, which would hinder posting a bit if my sleep schedule wasn't a huge pile of fail, but anyway progress in the shadowrun subplot is going pretty well as I remind myself that I must always be ready and willing to write at the seat of my pants as PC's tend to specialize in doing the unexpected.

Here is the secondary character I am planning on using.

 

Name: The Stranger, William to those that he trusts

Class: Slayer
Age: 32
Gender: Male
Race: Humanoid
Sex: Male

Appearance: Inside of his armor The Stranger is simply a large imposing looking man wearing faded dark green full plate armor with a pair of tinted goggles and a balaclava covering up his head.
Personality: The Stranger is a firm believer in the idea that actions speak louder than words, and he is marked by an intense hatred of the demonic forces that he regularly fought back in the dimension that he calls home, and he is mainly motivated by the desire to return there; he prefers not to hang around magic user’s and undead, but he is willing to work with them if the situation demands it.
Level: 2
EXP: 0 (But does it really matter? It’s not like Murdoc is tracking this)
HP: 42
Init: 1d20 + 4

Stats:
Constitution: 2
Resistance: 0+5
Dexterity: 4
Intelligence: 6
Strength: 6
Synergy: 2

Complexity:
Equipment:
Name: Weapons systems
Description: The power armor that The Stranger wears includes a chainsaw mounted over the right gauntlet, and an odd blocky weapon that fires black beams of...something, he uses both of these weapons in combat.
Type: Weapon
Damage: 2d6 + STR
Minimum Stats: 5 STR, 5 INT
Weight: 6
SYN Threshold/Bonus: 4 SYN (+1 INT), 6 SYN (+1 CON), 9 SYN (+1 DEX)
Special Qualities:

In need of repair: The weapon systems on the Stranger's power armor are heavily damaged and barely functional, half of his weapon's damage is treated as doing crushing damage after he reaches INT 5 as his "beam" cannon is repaired, and a quarter of it is treated as dealing pure damage as the monofilament blades on his chainsaw are repaired at INT 10.

 

Name: Scorched Power Armor
Description: It used to be colored a dark green, but it seems to have been exposed to extreme heat for too long, thus leading to part of the grey ceramic material used for it to show, it’s appearance is based on a set of full plate armor that wouldn’t be out of place on a medieval knight, except for it’s missing great helm, but it’s right gauntlet has a chainsaw mounted over it.
Type: Armor
RES Bonus: 5
Minimum Stats: 5 STR
Weight: 6
SYN Threshold/Bonus: 4 SYN (+1 CON), 7 SYN (+1 RES), 9 SYN (+1 STR)
Special Qualities:

12/10 on the manliness scale: at 8 INT, the duration of debuffing actions are reduced by one round, and at 12 INT, the duration of debuffing actions are reduced by two rounds

 

Name: Rocket Boost system
Type: Bauble
Minimum Stats: 1 STR
Weight: 2
SYN Threshold/Bonus: 5 SYN (+1 DEX), 8 SYN (+1 DEX), 11 SYN (+1 RES)
Special Qualities:

Perks:
A rush to the front line: +1 DEX per level
Automatic Self Repair System: 10% of The Stranger’s health is restored every round
An Appropriate amount of force: Grants access to the action RIP AND TEAR!
(Flaw) Not All There: The effects of every single magic based healing are nullified when targeting the Stranger, but any non-magic based healing action still affect The Stranger normally, he also cannot be targeted with a buffing action, but he can buff himself
Actions: (2 AP Free since I regained 2 from deleting the piece of equipment bought using AP)
Basic Attack: Brutal blows; the Stranger fires his "beam" cannon at a single target, preventing it from moving while he slashes at them with his chainsaw
Basic Defense: It will not die: The Stranger blocks the enemy’s attacks with his sturdy power armor, halving the damage he takes.
(Perk Backed) RIP AND TEAR!: The Stranger's power armor automatically jabs his chainsaw into a downed foe, tearing it apart and drawing power from the corpse, this act grants a boost of +3 STR  for three rounds and adds +3 INIT every time he deals the finishing blow to a single target, and he can also savage a single enemy for half of the aforementioned bonuses with a halved duration if he causes an enemy to have less than 50% health.

Kill me I’m here!: The Stranger simply stands in a spot and gestures wildly at a single enemy unit, said enemy unit perceives this as him shouting various obscenities and generally insulting every single aspect of the target, this causes the enemy unit to not be able to target any other character other than the stranger for one round, this ability has a two round cooldown
God Loves: The Stranger shouts “1,2,3,5,4!” before making a throwing motion at two enemy characters, generating an explosion of holy energy which deals 1d4+STR damage to non-demonic targets, or 1d4+INT+STR damage if the target counts as a demonic character, this ability has a four round cooldown
Into The Breach!: The Stranger propels himself towards a single enemy using his rocket boosters, chainsaw first, dealing 1d4+STR damage to a single enemy, this attack always goes first, and has a three round cooldown period.
Level 2: This ability now deals 1d4 + (STR*1.25) damage

 

Gravitational Anchor/Rocket Boost system: The Stranger can alter the density of his armor using an ancient piece of lost technology, he can either choose to gain 3 RES in exchange for losing three INIT for, or gain 3 INIT in exchange for losing 3 RES for two rounds, this ability has a three round cool-down
Level 2: The effects of this ability lasts for three rounds

Inventory: Ammo pack, Fuel tank, fully functioning chainsaw arm attachment, lighter, three pieces of silver

 

 

 

Spoiler

 

Edited by Cronos5010
Edited Secondary character sheet to have less spaces and added Murdoc's suggestions
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1 hour ago, Powder Miner said:

Well, I'm another Bay12er coming from the Trespassers game that was run over there; I'll be making a sheet probably tomorrow or in a couple days. The character will be primarily support based and will have an init boost ability since I've been told in the Discord that's what's needed.

Howdy there, newcomer! (Well, I'm more of a newcomer than you in terms of experience)

A support based character is a fresh breath of air indeed, thank you!

Long may the sun shine!

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Page 3

 

The aforementioned new character hasn't even been posted yet, but Shion is a secondary and Murdoc said he wasn't gonna look at those until after the first main plot thing was over, so I think that puts us on equal footing for now owo

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Simply put, I think that SuperiorPidgeon (A.K.A. AGuyPassingThrough) meant that the majority of the current group are damage oriented, and that another support Character would be very welcome.

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Name: Isobel Low and LOTUS
Age: 26, 6
Gender: Female, Male
Race: Human, personal AI
Sex: Female, N/A
Appearance: Isobel stands at 5'3", with a somewhat curvy build (albeit one that is about average in weight). Her skin is rather pale (and freckled!), which is neatly contrasted by the light brown hair falling in curls down her back, just past her shoulders. Her eyes are hazel. She is wearing the outfit of a Nanotrasen botanist: A green and blue jumpsuit, a tough blue apron (which has the pocket LOTUS is clipped to), a pair of black sneakers, and a green and blue bandanna wrapped around her head, as well as a pair of green-stained leather gloves. A leather satchel is at her side, an ID card is on her chest, and a radio headset is at her ear.

LOTUS is a personal AI, inhabiting a little screened AI device about the size of an iPhone but a little bit wider; he has a couple of buttons, but as most of his functions are self-run and self-regulated, the majority of the card's front is taken up by the screen, which shows a little green cartoon-like face of a couple of dots and a line, which he can change the expression of.

 

LOTUS however also has a fairy form that can be transformed to at will after the events in Gensokyo, a feminine one -- a woman standing at a mere one foot tall. with a form relatively slim with fairly moderate curves. In this form, her skin is white in tone, her hair literally white and short -- not close-cropped, but simply only what would be a few inches long if she were human-sized, and a little black lotus sitting at an angle on her head. Her eyes are a dark blue. In this for, she wears a black dress (with bright green trim and green circuit patterns that extended past the dress onto the skin of her body and face) that goes down to her knees, showing no cleavage but showing her collarbone and her shoulders. Her feet have black heels, and on her back were four wings -- translucent, green, and in the narrow, pointed oval shape of lotus petals.

Personality: Isobel is a fairly quiet person, as she is not always terribly confident speaking, but she isn't silent -- though she doesn't talk too much, she does talk sometimes, and when she does she is gentle and kind. Isobel is also deeply compassionate, and altruism is what is guiding her to aid the team in the first place even though she's in slightly over her head, and this drives her to be actually fairly brave and dependable, even if she has some serious doubts about herself. She's quite an expert about plants and will actually get fairly nerdy if she is given the chance. 


LOTUS' personality provides a little bit of a contast. LOTUS tends to talk a lot, as it is his main means of interaction with the world. He can start out as rather dismissive, but when he warms up to someone he can be fiercely loyal to them. The pAI is nearly constantly sarcastic, and though he is in fact willing to give people chances, he's confident that there are always going to be stupid people (or, to be fair, AIs) no matter where he goes, a group he gets a kick out of making fun of. Nonetheless, he is tactically skilled, and knows to put all of that sarcasm away when there's actual work to be done.

Level: 6
HP: 60
Init: 1d20+10+10
Craft Tokens: 4

Action Slots: 8

 

Changelog (from before Touhou on):

3 Craft Tokens gained from completion of Fate.

1 Craft Token spent on Rainbow Poppies.

1 Craft token spent on Atmosphere Scanner.


Stats:
Constitution: 7
Dexterity: 11
Intelligence: 14
Strength: 2
Synergy: 0

Perks: 
Meat Palanquin: Though Isobel Carries LOTUS everywhere, the two of them ARE separate beings, and considering Isobel takes physical action whereas LOTUS takes vocal action, the two of them can act effectively independently. Each of the moves of Isobel and LOTUS are tagged [Isobel] or [LOTUS], and Isobel and LOTUS can use one of each category of move a turn. Actions are limited to (Level-1) levels, however, and [LOTUS] moves cannot be heals nor attacks. Pieces of equipment essentially count as [Isobel] moves. Active “defensive stance” moves such as Basic Defense override this perk, disallowing using two actions.

 

Reaction Time: On the NSS Exodus, things can sometimes break down into lightning-fast action. Isobel and LOTUS both have developed excellent reflexes -- Isobel from experience, and LOTUS from programming. +[2*Level] INIT.

 

Tactical Uplink (Partial): LOTUS has reconnected to the Tactical Uplink. It’s not a very good connection, as in flicks in briefly and then flickers out for several seconds, but it IS a connection nonetheless. LOTUS is finally back in touch with his “kin” and they at happy to help him out with calculations. When they can, anyway. Every three turns, a [LOTUS] move may be used as if it had an additional effective level, which is listed with each [LOTUS] move, and which is a fixed upgrade to the move created when the move is created.

 

Actions: 
Help Intent (Level 2)[Isobel]: The Exodus is a real frantic place, and helping your fellow spaceman out becomes a natural action. Isobel has helped people out of sticky situations in the past, and she’s more than willing to help someone get on their feet now. Isobel removes an ailment from an ally.

Level 2: Isobel removes all ailments from an ally.

 

Dexterity [Isobel][Passive](Level 4): Isobel may not actually be a trained fighter but gunfights are not uncommon where she works and she's been shot at once or twice. Isobel has a 15% chance to dodge incoming attacks.

Level 2: Upgraded from 5% to 10%

Level 3: Upgraded from 10% to 15%

Level 4: Upgraded from 15% to 20%.

 

Healing Poppy [Isobel](Level 4): Isobel, a very good botanist, has bred a species of poppy that takes the tiny dose of the heal-all tricordrazine within poppies in the 26th century and significantly increases it. This dose is fast acting upon consumption, too. Isobel heals someone for 5d4+INT damage.

Level 2: Upgrade from 1d4+INT to 2d4+INT damage healed.
Level 3: Upgrade from 2d4+INT to 3d4+INT

Level 4: Upgrade from 3d4+INT to 4d4+INT

Level 5: Upgrade from 4d4+INT to 5d4+INT

 

Harvest [Isobel][Trick]: Isobel IS a trained botanist, and she has become skilled in the art of locating and harvesting seeds and pods from plants in such a way that they are useful for future planting. Isobel can harvest seeds from plants she finds, with an opposing INT roll similar to crafting rolls.

 

Pathing Advice [LOTUS](Level 3): LOTUS calculates various possible routes of travel and estimated timelines of action for the target, and then announces to them which of these is the most efficient course of action to move quickly. LOTUS fixes the initiative of the target directly behind his and Isobel’s initiative, for this turn and the next 2 turns. The target can also end this effect early. 

Level 2: Upgrade from a duration of “this turn” to a duration of “this turn and the next”.

Level 3: Upgrade from a duration of "this turn and the next" to a duration of "this turn and the next 2 turns".

(TU Level: Upgrades to a duration of this turn and the next 3 turns when Tactical Uplink (Partial) is active.)

 

Efficiency Analysis [LOTUS](Level 2): LOTUS observes the action just made, and then calculates a more optimal way to release energy or regain stamina or such, at least for the current situation. He then, of course, shouts out that more optimal method. LOTUS removes two turns of cooldown from another character's turn. This move has 1 turn of cooldown itself.

Level 2: Upgrade from 1 turn of cooldown removed to 2 turns of cooldown removed.

(TU Level: Removes 3 turns of cooldown when Tactical Uplink: Partial is active)

 

Weakness Pinpoint [LOTUS](Level 4): LOTUS observes an enemy and using his built-in medical and security HUDs he finds a weakness within their defenses that may not be immediately apparent by purely visual inspection, and then proceeds to loudly broadcast them to the battle, revealing them for others’ usage. LOTUS creates a debuff on a target that grants a 20% *2 crit chance on attacks made against it for two turns.
Level 2: Upgrade from 5% chance to 10% chance.

Level 3: Upgrade from 10% chance to 15% chance.

Level 4: Upgrade from 15% chance to 20% chance.

Level 5: Duration increased to 2 turns.

(TU Level: Lasts for 3 turns instead of one when Tactical Uplink: Partial is active.)

 

Defensive Positioning [Basic Defense]: LOTUS focuses on getting a safer course of action for Isobel for the next few seconds, and Isobel focuses on carrying it out. This won’t protect her completely from attacks but it certainly will help. Isobel and LOTUS mitigate 50% of the damage of incoming attacks for s turn.

 

Atmosphere Scanner: One of the features which LOTUS was built with is one that is only useful in very specific conditions -- a remarkably small spectrophotometer module in his chassis, a standard piece of personal AI tablets, a natural result of that chassis being designed for use on space stations. LOTUS learns the makeup and pressure of the atmosphere of the area he is currently in. This instrument is typically quite accurate, but does occasionally bug out in rather specific ways. 


Equipment:

Golden Chaingun [Level 2]: A strange wrist bangle made by Mar, this compact device of golden stone shoot out a chain made of solar magic that is tipped with a very sharp carbon steel hook which can easily stab into and catch in things. It’s made as a mobility booster rather than as a weapon, however. Can be used for one of two active abilities: performing an ersatz Basic Defense that provides Isobel and LOTUS with an additional 50% dodge chance in return for any other actions this turn, or for making an action first strike. 2 turn cooldown, either way.

Level 2: Adds the first strike option.

 

Hatchet: A simple botanist’s hatchet, this thing is MEANT to be chopping down saplings rather than Isobel’s enemies, but circumstances seem to have dictated otherwise. It’s kind of a terrible weapon, but Isobel isn’t much of a fighter anyway. Does 1d6+STR damage.

 

Botanist’s Apron [Level 2]: A tough blue apron made of synthetic fibers, it isn’t actually thick enough to protect Isobel from blows or projectiles, but it does work to protect Isobel somewhat from toxic hazards and corrosive hazards, very useful to any experimenting botanist. The apron provides 20% reduction  to the damage of poison-type attacks. It also lowers the duration of poisoning by a round.

Level 2: Adds the poisoning duration shortening effect.

 

Plant-B-Gone: A spray bottle full of a futuristic substance which deals grievous toxicity to what it is sprayed on... as long as that thing is a plant. Isobel forgot she had this, but it’s no wonder given its rather specific area of usefulness. Deals a poisoning ailment that does [INT] damage for 3 turns... to plants, and to plants only.

 

Starburst Poppies (x3): Curious multicolored poppies grown in a farm full of various magical plants. Restores 1d4+12 HP to one target; additionally roll 1d4 and they gain 3 DR for two rounds against one type chosen from the following; 1 Fire, 2 Ice, 3 Electric, 4 Physical(blunt, slash, & pierce).

 

Starburst Poppy Seeds: A single small crop's worth of seeds for the Starburst Poppies.

 

CONDITIONALS:

Assistive Annulus Algorithm: When an ally is stopped, LOTUS' spell card patterns adjust, creating a relatively persistent ring of danmaku around that ally in order to either prevent enemy capitalization on that or punishing them for doing so. When a player character is stunned, this spellcard activates for three turns.

 

Punishment Prioritization Pattern: When an especially powerful burst of danmaku is emanated, some of LOTUS' normally stationary danmaku will home in on what produced that burst, pressuring them or giving an ally an opportunity by that enemy's position shift. When an enemy does 40 or more damage, this spellcard activates for three turns.

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I am here to clarify somethings about subplots that some of you may be wondering about; here are the things that Murdoc has said about subplots, and certain other stuff about it.

 

 


1. You cannot have your character be in a subplot you are running as a regular character, but you can have them make cameos as a mission control as long as it makes sense to do so fluffwise. (Like your character being from the setting or the subplot not making any sense without them giving out the mission)
Apparently Murdoc meant that yes, you can have your own characters in your own subplots as a PC when he answered Kyle's question, or you can have them as a mission control type character.
2. A round which has up to four (maybe even more as we start to get a ridiculous amount of characters) subplots which then leads to another main plot which leads to a subplot.

Essentially Subplot>Hub>Mainplot.

3. there will be three hubworlds where you can dick around, do small quests, gain phat loot, one for each world type (Magitek, The hardest Sci-fi somebody else can justify, Fantasy), the hubworlds are:

Fantasy: Touhou (has yet to be unlocked)
Magitek: Murdoc's choice of world (which has yet to be unlocked)

Sci-fi: Murdoc's choice of world (Which has yet to be unlocked)

A hubworld is unlocked once we finish a subplot inside of it....I think.
 

4. You can have the players gain a level in your subplot, there hasn't been any concrete limits yet, but just be reasonable about what you should give them One level per subplot is standard.

5. As for the matter of having multiple characters in multiple plots.... Murdoc is still deciding which option to pick, but I would suggest not investing in a tertiary character any time soon, since managing the group we have now is already a shit ton of work, and Murdoc is still only one human male.

 

You can find more info about which subplots are running on the Master Sheet's subplot section which my waifu has created.

 

Please remember that after this boss battle and a bit of dicking around and fluff writing, we will proceed to the first round of subplots.

 

Also it would be quite terrible if I hadn't given you guys the sheet for strategy in a boss fight:

https://docs.google.com/spreadsheets/d/1Ot37qe9cOiJ-Z53DAdWiUUSl1pJwRxcHDu8sfY3kqUk/edit#gid=0

Edited by Cronos5010
Derp
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Saigai Mitsurugi

 

Name: Saigai Mitsurugi
Age: Exact age unknown, but at minimum a millenium old.
Gender/Sex: F
Race: Shinto God
Appearance: A Japanese woman with dark hair and noticeably unnatural golden eyes. Her hair is long, running most of the way down her back, and she has a few teal ribbons tied into her hair. She looks somewhat young (especially given her actual age), and has a voice slightly below a middling range for a woman. Her robes are a gray color on the outer layer, but change to brighter colors on the inner, particularly oranges and teals. Slightly taller than average.
Personality: Courteous and polite nearly to a fault. Not asocial, but tends to be somewhat conservative with her words, each of which carries a great deal of weight. She does possess a sense of humor, but doesn't often display it; her nigh-permanent frown does not help the impression of being totally incapable of enjoying herself. Often lost in thought. 

Level: 5 (7 effective)

HP: 65
Init: 14

 

Stats: 7/30+7

  • Constitution: 5
  • Dexterity: 14
  • Intelligence: 2
  • Strength: 2
  • Synergy: 14

Perks:

Memories of Power: Mitsurugi's form and spirit remember being much more powerful than she is currently. Her effective level is 1.3x her actual level (rounded up.)

Lightning Speed: Mitsurugi has lived a long life of fighting duels with both danmaku and blades; she's gotten pretty quick over it. Grants +1 DEX per level. 

Building Calamity: Mitsurugi adds 20% of the damage she dealt last round to each attack this round. Damage is only considered for a maximum of two hits (damaging more will not build up additional damage.)

 

 

Earth and Fire Sign "Eruption": Blasts danmaku at a target in a manner reminiscent of a volcanic eruption, dealing an attack with the equipped weapon that bypasses damage resistance. 2 turn cooldown.

 

Storm Sign "Furious Tempest": A spell card that emulates a hurricane with thrown ofuda and blindingly quick slashes at every foe in the area. Deals DEX+1d4 damage to all enemies within 5 initiative of a chosen target, 2 turn cooldown.
-Level 1: DEX to all enemies, 2 turn cooldown.
-Level 2: Adds 1d4 to damage, but increases cooldown by 1.
-Level 3: Decreases cooldown by 1. 

 

Magic Blade (Passive): An attack by a god make in seriousness operates on both the physical and spiritual levels. When Mitsurugi makes an attack using an equipped weapon, she inflicts 4SYN/5 in damage to the primary target (does not apply to SYN weapons.) 
-Level 1: Adds 1/5 SYN damage to attacks.
-Level 2: Increases damage bonus by 1/5 SYN.
-Level 3: Increases damage bonus by a further 1/5 SYN.
-Level 4: Increases damage by 1/5 SYN. -

 

Shukuchi: A rapid dashing strike that moves quickly enough that the user fades from sight. The user attacks with their equipped weapon twice, on a 2 turn cooldown. 
-Level 1: User attacks twice, 5 turn cooldown.
-Level 2: 4 turn cooldown.
-Level 3: 3 turn cooldown.
-Level 4: 2 turn cooldown. 

 

Divine Essence (Passive): Attacks on gods are similarly both physical and spiritual, and only the latter can be truly effective. When Mitsurugi would be brought to 0 HP by an attack, the attacker must make an opposed check against her Synergy. If it fails, she survives with 1 HP. Can only activate once per round.

-Level 1: Enemies must make an opposed check against Mitsu's SYN to down her. 3 round cooldown.

-Level 2: 2 round cooldown.

-Level 3: 1 round cooldown.

-Level 4: Can activate once per round. This ability cannot receive any more levels that allow it to activate more often.

 

A Sword from a Dead World: An excellently-made but fairly simple katana. It has a few enchantments placed on it, and to those perceptive magically, it feels simultaneously alive and not. 
-Base: Deals 1d4+DEX damage.
-Level 2: Increases damage to 2d4.
-Level 3: Increases damage to 3d4. 
-Level 4: Increases damage to 4d4. 

-Level 5: Daisho: Can be used as a sidearm to a complimentary weapon, increasing that weapon's damage by two dice, no larger than d8s.

 

Robes of the Disaster God: A colorful set of robes that represent Mitsurugi's position as a god of natural disasters. They seem normal enough, but have an odd resistance to them when felt.
-Base: Grants a 5% chance to resist ailments applied to the holder.
-Level 2: 10% chance. 
-Level 3: 15% chance. 

 

Blade of the Phantom Moon: An exquisite katana made of silvery-grey metal that appears almost translucent in the right light, the very edge glows shifting from pale yellow/white to a soft teal.
Deals 3d6+[Dex] Light damage to one target, Weight of 4.
Level 2 - Cursed!: This weapon allows the user to interact with ghosts or spirits as if they were corporeal even if they couldn't normally, this effect works both ways.  They also take/deal 20% more damage from/to ghosts and spirits.
Level 3 - Phase: Once per combat the user may choose to make an attack with this weapon deal Pure damage.
Level 4 - Force of Nature: Attacks made directly with this weapon are not subject to miss or failure chance, proxy actions do not benefit from this effect.

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What up, playa?

Spoiler

Name: Empi Powderbelle

Age: 418

Gender/Sex: Aggressively Female

Race: Fairy

Appearance: Empi, when not using fairy glamour, appears naturally as a woman in her early 20s, standing around five feet tall. Her vivid red hair is tied into two ponytails, one on each side, but otherwise seems unkempt, as if in a constant state of having woken up, contrasting with her vivid green eyes. Her clothing is fit for a love fairy, consisting of a red velvet leotard, backless to allow her translucent white wings to be free, conforming to her slim, feminine shape. A black bow is tied across the top of the dress, just covering the cleavage across her large chest that would otherwise be exposed by the low-cut dress. Under her waist, only a dangerously short green skirt hides what would be her underwear, and the rest is unadorned; Empi, as a matter of course, tends to go barefoot. A faintly alluring aura exudes from her- a side effect of her status as a love fairy- drawing the gaze of those tending towards the female gender towards her, but no more. Empi is capable of using glamour to assume a form amenable to communication with average people- or for other, more personal purposes-, which for all intents and purposes is the same as she appears as normal, albeit taller and with an even larger chest, along with more modest, modern clothing. In this form, Empi goes by ‘Emmy’ or ‘Emi’, depending on who asks or who she’s speaking to.

 

Personality: Empi is an inherently benevolent soul, as her job focuses on helping those unlucky in love to amend their loneliness. She has a genuine urge to help people be the best they can, even if her definition of ‘best’ is ‘most attractive lover’, and can come off as sweet at times. However, benevolence and charity does not equate to a lack of backbone; indeed, Empi’s tongue can be sharp and her temperament mercurial, fitting for a veteran love fairy who has often dealt with lost causes or people arrogant enough to believe themselves her superior. She is hasty to let her thoughts and feelings be known; if someone acts in a manner she finds to be worthy of criticism, Empi’s sharp tongue will come swiftly and conversely, if someone does something worthy of praise, her praise comes even swifter. Of course, as expected of a fairy attuned to love, Empi’s hunger for “certain things” is high, seeming almost insatiable. Her appreciation for attractive members of both sexes is palpable, in the form of appreciative leers and flirtatious passes; indeed, she can come off almost boorish at times, due to her coarse tongue and open nature. However, her tastes are discerning; centuries of teaching unlucky everymen (and women) how to woo members of their preferred sex have attuned her tastes. Sometimes, of course, she settles for second best; after all, a girl has her needs, and Empi’s needs, for the most part, are always in need of filling. However, when it comes to helping others, Empi’s lust always comes second to the needs of others, and she carries herself with as much professionalism as she is capable when assisting others, whether it be with matters of love or other, more pressing subjects.

 

Perks:

A Little Fairy Magic: Whenever Empi buffs an ally, she regains 15% of her maximum health.

Old Dog, New Tricks: Empi possesses the skill 'Lesson in Affection'.

Sharing Is Caring: Whenever Empi buffs an ally, she also receives that buff.

 

Level: 5

HP: 55

Initiative: 18

 

Base Stats: (35/35)

Strength: 0

Dexterity: 9

Intelligence: 9

Constitution: 5

Synergy: 12

 

Actions: 18/18

Lesson in Affection: Four-hundred years of educating hapless boys and girls in the art of relationships has made Empi a skilled teacher, able to impart important life lessons and pack them in small soundbites perfect for battlefield consumption. Empi selects one of four buff types (Affections) that she can confer upon allies. Each buff can be conferred once on allies for a total of four total allies buffed at once. Each buff wears off after three turns, allowing Empi to use it on another ally. [Perk-backed]

- Talent Affection: Grant an ally 2+(INT/2) to their highest stat.

- Romance Affection: Regenerate 5+INT% of your health per turn.

- Flirtation Affection: Take 5+INT% less damage from attacks.

- Sensuality Affection: Deal 5+INT% more damage with all sources.

- Level 2: Increases all Affection Parameters:

   - Talent grants 5+(INT/2) to the highest stat

   - Romance grants 7+INT% HP Regeneration

   - Flirtation grants 7+INT% damage resistance
   - Sensuality grants 7+INT% damage increase
- Level 3: Increases all Affection Parameters:
   - Talent grants 7+(INT/2) to the highest stat
   - Romance grants 10+INT% HP regeneration
   - Flirtation grants 10+INT% damage resistance
   - Sensuality grants 10+INT% damage increase

 

I'm Not A Doctor: In a pinch, relationship fairies know basic fairy first aid, perfect for dealing with clients who take ill-advised attempts at flirting with people with overprotective significant others. Empi heals 1d4+SYN health for a single target.

- Level 2: Upgraded from 1d4+SYN to 2d4+SYN.

- Level 3: Upgraded from 2d4+SYN to 3d4+SYN.

- Level 4: Upgraded from 3d4+SYN to 4d4+SYN.

- Level 5: Upgraded from 4d4+SYN to 5d4+SYN

- Level 6: Upgraded from 5d4+SYN to 6d4+SYN

 

Save The Date: Empi places a protective time charm on an ally, normally used as emergency birth control for her clients, but equally useful for reversing moves they might have regretted. Place a mark upon an ally. If the ally is damaged by an attack, consume the mark and return 50% the damage dealt to them as health.

- Level 2: Save The Date Redux: Return 60% of the damage as health.

 

Out Of Your League - Empi induces feelings of lust for her in a target that are so strong, the enemy's guard drops as they struggle to avert their eyes; even those not normally attracted to women, fairies or organic beings. The targeted enemy takes 20% increased damage for the next 2 turns. Reusing this attack resets the duration, but does not increase damage taken further. This can only be applied to one enemy at a time, and if applied to a new enemy the original target is no longer affected. 

-Level 2 - A Little Extra - Damage bonus increased to 30%.

-Level 3 - A Little More Extra - Damage bonus increased to 40%.

 

Take It Easy:  Fairies are naturals at taking it easy, trying not to get too stressed about their busy lives; Empi, being the teacher she is, imparts such skills upon her teammates. Empi removes a single ailment from the target.

- Level 2: I Said, Take It Easy: Removes all ailments from the target.

- Level 3: And Always Bring Protection: The targeted ally can block a single status until the next turn.

You're Sleeping on the Couch Tonight: Empi executes workplace policy by placing dangerous enemies on "time out". Empi banishes an enemy from the fight for a single turn; the banished enemy cannot be affected by combat actions nor affect combat in any way, but status effects still tick down while the opponent is banished, and returns them to the fight after the turn is used up. Enemies resistant to banishment instead deal 50% reduced damage for the same duration as they would have been banished. Two turn cooldown. The same opponent be banished consecutively.
- Level 2: One turn cooldown.

 

Equipment: 7/7

Fairy Wings: Empi's wings. They look pretty and actually work like proper wings despite all of physics telling us they shouldn't. Really useful for certain types of rough play. (Trick)

Base: Grants +3 INIT.

- Level 2: +6 INIT.

- Level 3: +9 INIT.

 

HunieBee: Your all-included organiser, smartphone, digital wallet and enemy vapouriser. Best friend of every matchmaker fairy worth their wings. (Trick).

Base: Deals 1d4+SYN damage.

- Level 2: 2d4.

- Level 3: 3d4.

 

Fairy Dust: An aura of shielding dust that all fairies have as a precaution against certain diseases. It works against acid and stuff in a pinch, but a hazmat suit or not getting hit in the first place is a better defense. (Trick)

Base: Grants a 5% chance to resist ailments applied to the holder.

 

-WIP-

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Spoiler

S34N1C said: ↑
Name: Sir Alfred Mantrop
Age: 39
Gender: Male
Race: Human
Sex: Male
Appearance: Sir Alfred is 6 feet tall, with broad shoulders, blue eyes, light brown hair, and a medium length beard.
Personality: A deeply moral man, he fights to uphold the knights code of Chivalry. He serves to be the shield of the helpless, the sword of Justice.

 

Level:2
EXP:100

 

HP: 38
Init: 1d20


Stats: 
Constitution: 2
Dexterity: 0
Intelligence: 0
Resistance: 8+8
Strength: 8
Synergy:0

Complexity:

 

Perks:

Justice: When an incorrigible evil attacks an ally who is not attacking or afflicting an enemy, Sir Alfred immediately counter-attacks with a basic attack up to twice per turn.

 

Courage: Sir Alfred is immune to mental afflictions [taunt, rage, fear, etc].

 

Prudence: Whenever Sir Alfred is debuffed, he receives an equivalent and opposite buff. [For instance, if he got -3 res, he would gain +3 str]

 

Temperance(flaw): Sir Alfred is unable to attack enemies incapable of attacking him, unless in the defense of another who cannot defend themselves.

[Note that this means he cannot attack stunned enemies]


Equipment:
Name: Knight's Sword and Shield
Description: Longsword and Kite Shield
Type: Weapon
Damage: 1d6+Str
Minimum Stats: 2 Str
Weight: 0
Special Qualities: +2 RES

 

Name: Platemail
Description: A knight's Suit of Armor.
Type:
Armor: +6 RES
Minimum Stats: 8 Str
Weight: 8
Special Qualities:

 

Name: Hankerchief
Description: A token of appreciation from a maiden fair
Type: Bauble
Minimum Stats:
Weight:
Special Qualities: When any of Sir Alfred's perks are triggered, gain the choice to have First Strike next turn. [5 turn cooldown.]

 

Actions:
Basic Attack: Swipe of Sword: Deal Weapon Damage
Basic Defense: Stalwart Shield: Reduce Damage taken this turn by 50%

 

[Lvl 1]Protector of the Weak: Sir Alfred protects an ally that has a lower Str value than he does. Sir Alfred gets a 50% damage reduction when using this move. Sir Alfred takes the damage for the person he is defending.  [2 turn cooldown]

 

[Lvl 1] The Lord Giveth. . .: Sir Alfred prays to the Almighty, doubling his Res for 2 turns [4 turn cooldown.]

 

[Lvl 3] And The Lord Taketh Away: Sir Alfred uses his defense to his advantage, and bashes the enemy with his shield, dealing 1d6+Str
Level 2: This skill stuns the enemy, but can only do so once every 3 turns.
level 3: Counterattacks made in response to this attack consider his RES to be +1

 

[Lvl 1] No Mercy for the Infidels: Sir Alfred strikes a foe with all his might, making a basic attack +an additional 1d6. This leaves him exposed to attacks, and he takes 25% more damage. [3 turn cooldown]

 

[Lvl 1] Uncommon Courtesy : Sir Alfred transfers half of his current Res to an ally. Lasts 3 turns [5 turn cooldown, unlocks on turn 5 of combat]

 


Inventory:
50 gold coins

May god have mercy

Edited by S34N1C
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Spoiler

Name: Kagura Kenta
Age: 18
Gender: Male 
Race: Human 
Sex: Male 
Appearance: Messy Purple hair, Blue eyes, sleeveless leather armor, muscular, a collection of leather strings decorating his forearms, giant red and black sword carried on his back. 
Personality: The chivalrous pervert, isn't afraid of blood or dirt. Thinks nothing of taking women to shop for clothing, randomly cuddles individuals (particularly females) in his sleep. 

Level: 2
EXP: 100

HP: 44
Init: 5+d20

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

Complexity:5

Perks: Chi control - uses the flow of his own energy to cause 30% more damage when he hits things

Quick Analysis - Detecting enemy weak points grants him a DEX*2% chance to deal double damage when attacking.

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: BFS
Description: Large rectangular blade with a wavy edge, narrower in the middle and nearly the same height as its wielder. It has intricate red patterns on the flat of the otherwise glossy black blade. Actually generated by his wristbands, which are enchanted to project a weapon suited to the user.
Type: Weapon
Damage: 3d6 + STR + Level/2
Minimum Stats: 3 STR
Weight: 8
SYN Threshold/Bonus: N/A
Special Qualities:

-Big and Heavy: A sword this large is basically strength training to just carry around. +1 STR every two levels.

-Bound

-Sharp: +1 damage every two levels.

 

Name: Leather Armor

Description: Sleeveless leather armor that allows freedom of movement.

Type: Armor

RES bonus: +3

Minimum Stats: 0

Weight: 2

SYN Bonus: N/A

Special Qualities: N/A

 

Name: ABS OF STEEL

Description: ABS OF STEEL

Type: Bauble

-INCREDIBLY MANLY: +1 RES every three levels

-Bound

Actions

1/12

Basic Attack

Basic Defense

 

Baseball Swing: Swings his weapon like a baseball bat, attempting to launch the enemy into the air. Deals a basic attack and rolls STR vs. CON to stun. 2 turn cooldown.

-Level 2: Reduces cooldown to 1 turn.

-Level 3: Add an additional STR/2 damage.

 

Counterstrike: Enter a blocking stance, and choose an enemy. If that enemy attacks him during the stance, cancel the attack, and retaliate with a basic attack; otherwise, this does nothing. 3 turn cooldown.

-Level 2: Deals an extra STR damage if it connects.


Mighty Blow: Makes a basic attack and add STR to DEX for the critical hit calculation. 4 turn cooldown.

-Level 2: Ignores 25% of RES on use. 

-Level 3: Ignores 50%.

Inventory: Casual clothes

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Strike Captain Lexiel

Spoiler

Name:  Strike Captain Lexiel, the Fourth Doomfist

Age:  87

Gender:  Female

Race:  Archangel Planeswalker

Class:  Field Commander

Role:  Summoner/Support

Spoiler

Appearance:  Lexiel was in mortal life a tall woman with rough features, greatly resembling a Ukrainian national from Earth.  She still has her 6’2”, strong frame, but her transformation into an angel has smoothed off a lot of the rough edges, leaving her significantly prettier than she was before.  She also retains her undefinable Eastern European accent (it’s Ravnican), and more than a few scars.  Lexiel has very pale skin and platinum blonde hair and feathers, the latter spread out along a large primary and smaller secondary set of wings.  Feathers and hair alike have pitch black and bloody crimson bands along their bottom edges, like they were dipped in ink, which no amount of haircuts or molting will change.  Her halo, hovering above her head, appears to be made of lightning, though it cannot shock anyone.  She also has dark, inky patterns resembling artfully done light goth makeup as a part of her face and body, including lipstick, mascara, finger and toenails, et cetera; the extent of the ‘edgy darkness edgelord effects’ as she calls them are reflective of her mental health and stability.  The less black there is, the farther she is from Falling.  Lexiel wears standard issue Overwatch blues, solid body armor, under a long, white duster emblazoned with the Boros symbol.  She also owns an Izzet mana amp, which she wears over her right hand.  When she’s using it, the hefty, golden, left-handed Doomfist gauntlet goes on her other side; she is left-handed.

 

Personality:  Lexiel is among other things profoundly uncomfortable with being an angel, and retaining much of her less-than-stellar mortal soul doesn’t make it any easier.  She hates having to deal with the constant danger of Falling (and is terrified sick of what might happen if she does), and is extremely fatigued by the decades of lost causes she’s fought for.  She’s also well aware that she was very average-looking before the transformation, and feels significant disconnect between her body and who she is.  However, under the cynicism and resentment lies a woman still defined by hope for a brighter future, one she’ll fight for as long as she is able.  Lexiel can be frequently insensitive and has trouble at times seeing things from others’ point of view, but for a being literally made of law, order, and light she’s remarkably flexible and chill.  Not being judgemental and overly concerned with the letter of the law goes against her intrinsic nature, and yet she does it anyway.  Her personality and life are a study in contrasts and opposites, and it is perhaps the concept of duality that defines Lexiel the most.

 

Backstory:  Artemis Flametongue was once a destitute orphan taken in by the infamous Izzet guild of mad mage-scientists.  She excelled at her studies, rising through the guild until a fateful lab accident claimed the life of her mentor and surrogate father, the arch-chemister Pazzeri.  Kneeling in the smoldering wreckage, bereft of hope, the teenager’s Spark ignited, sending her hurling through the Blind Eternities for the first time.

She was soon found by Tezzeret the Seeker, then the leader of the Infinite Consortium and unwitting pawn of Nicol Bolas, who monitors Ravnica to find newly ignited Planeswalkers to use for his own purposes.  Manipulated for years through a contract she signed while still distraught from her loss, she eventually found a loophole and broke free with the help of Jennifer Walters, a lawyer she met on another world.  Lexiel became an itinerant task mage, selling her ability to bring items between worlds to the highest bidder, until a fateful trip to Alara during the shard convergence. 

While on the fractured plane’s Bant region, a demon attacked a nearby town.  Lexiel was fine with letting the adult peasants die, but when the demon assaulted the town’s schoolhouse, full of children, she couldn’t stand by.  Lexiel attacked the demon with all she had, and sacrificed her life to bring the monster down, saving the school.  Ordinarily, this would be the end of her story.

However, on Bant, virtuous martyrs are reborn as angels, and those few who are both totally free of dark deeds and possess powerful magic may become Archangels.  Lexiel may have been a criminal and a callous jerk, but all of that had happened on other planes.  And so, by technicality, the mercenary mage became an Archangel.  It nearly killed her.

Angels are what people believe them to be, absent outside influences.  Lexiel believed angels to be perfect incarnations of the concepts of justice, law, and beauty, flawlessly inspiring paragons.  So she had to try to become such despite it being utterly contrary to her personality, and also an impossible standard to live up to.  Perhaps a born angel could get close enough to appear as such, but Lexiel had no such advantage, nor enough free will to make up for it.  She bounced from conflict to conflict, a knight-errant without a cause, picking up post-traumatic stress, wounds, and defeats by the dozen on planes ranging from New Phyrexia to Omnia, Zendikar to Kamigawa.  Her very nature prevented her from admitting she had a problem, and the accumulated damage to her mind very nearly resulted in her Fall or death.

However, the heroic efforts of Edmond Cooper, Laver, and her best frenemy the demon-summoning Planeswalker Marisa were able to prevent that particular fate.  Through magic, therapy, rules-lawyering, and friendly support, they were able to pull Lexiel back from the brink, restoring her self-esteem and a measure of independence.  Now Lexiel strives to find a balance between the itinerant mage, the archangel, and the little girl who just wanted to science Ravnica into a better place.

10

Level:  5

HP:  90

Init:  1

Crafting Tokens:  0

 

Stats:

Str:  5

Dex:  1

Int:  6

Con:  12

Syn:  6

 

Perks:

Spoiler

Power of the Land:  Whenever Lexiel begins a round, she gains a mana bond, even if she is prevented from acting.  Lexiel’s actions all have a mana cost, and cannot be used unless she has at least that many mana bonds.  However, the more mana required to use them, the stronger they are, and some have effects that scale with the number of bonds she has.  Mana bonds are not retained between encounters.

 

Adept Summoner:  Lexiel can summon creatures using raw aether and stored patterns.  These creatures will have a basic attack, and the ability to body-block actions for allies.  When they are summoned, Lexiel orders them to attack target enemy or block for target ally, and they will do so until she changes her orders using the perk-backed action ‘master warcraft’ or they die.  Some creatures have extra abilities, which can be used without altering their orders.  Lexiel’s creatures can block for her.  Blocking creatures counterattack with their basic attack while taking damage.  Summons’ action effects are determined by Lexiel’s stats and mana bonds.  Lexiel’s summons can’t attack on the turn they are summoned; if given an attack order, they start attacking on her next turn.  Creature summons are spells.  Lexiel’s summons share her initiative.

 

Strike Captain:  Some of Lexiel’s summons are more than just aether and imagination.  They are unique.  They are heroes.  They are legends.  Legendary creatures are not easy to summon.  Each one has a Champion cost, which is the number of lesser creatures that must be sacrificed to call them.  And each one can only be summoned once per encounter.  However, legendary creatures have good stats, powerful abilities, and autonomy.  They can act as they choose or by Lexiel’s orders without relying on ‘master warcraft’.  Legendary creatures can have special ‘ultimate’ abilities, which can only be used if Lexiel sacrifices mana bonds to fuel them.  Once per plot, Lexiel can create a contract with a willing NPC to produce a legendary summon action without spending AP.  Contracting a legendary summon in this way requires a crafting token.

 

Spell Library:  Lexiel can keep any number of actions memorized at a time, irrespective of her action slots.  However, all her actions can only be levelled up through crafting tokens (3 per upgrade), and they all have cooldowns equal to their mana cost or champion cost, whichever they have (though spells with champion costs can only be cast once per encounter anyway).  Equipment is exempt from this perk’s effects and doesn’t need a mana cost; however, Lexiel only gets three action slots to put them in.

 

Unstable Balance (Flaw):  Lexiel’s nature is a delicate balance between darkness and light, order and chaos, past and future.  She’s also recovering from a long-term infection/infestation by Phyrexian oil, Reaper nanites, and an acute case of PTSD.  Corruptive attacks deal 50% more damage to her compromised defenses, and any status they inflict lasts 50% longer than usual.

 

Actions:

Spoiler

The Doomfist (Equipment):  The legendary left-handed gauntlet of the mighty Doomfist, said to be able to level skyscrapers with a single punch.

-Level 1:  A mighty punch to the face deals 1d6 + strength damage and banishes the target for 1 round.  Banished targets can neither affect nor be affected by anything but themselves.  4 round cooldown.

-Level 2 (AP):  The damage is increased to 2d6 + strength.

 

Overwatch-Issue Body Armor:  This tough, sky blue armor is light and bullet resistant.

-Level 1:  As long as Lexiel has more HP left than half her MHP, reduce damage received by 5%.

-Level 2:  The damage reduction while over the HP threshold is increased to 10%.

 

Recall Nobunaga (Champion 3, red, white, and blue):  Lexiel calls in an old friend from her adventures with the Trespassers squad, former Archer-class servant Oda Nobunaga, to annihilate supernatural threats with her potent attacks.  Contracted during the Fate plot.

 

Recall Feather (Champion 3, red and white):  Lexiel calls in her old friend and mentor, former Boros guildmistress Piera’kor vas Vinrenn D’rav, to show the enemy why they should have respected the law.

 

Decree of Justice (4 mana, white):  Lexiel summons a small army of barely-autonomous units inspired by Overwatch operators or Boros angels to the battlefield.  Summons X Soldier Tokens, or X/3 Angel Tokens.  X is the number of mana bonds Lexiel has.

 

Furyborn Zealot (3 mana, red):  Lexiel summons an incoherently furious Protoss zealot to assault her enemies.

-Level 2:  Increases Zealot damage die size to d6s.

 

Soul Warden (1 mana, white):  Lexiel summons a Boros cleric to help heal her allies.

 

Wall of Denial (3 mana, blue and white):  Lexiel creates a tough, warded wall to protect her allies.

 

Chronostutter (6 mana, blue):  Lexiel disrupts the flow of time around target enemy, afflicting them with the status condition Time Warp.  Time Warp lasts until cleansed, or the encounter ends, and it must be cleansed twice before it is removed.  The actions of Time Warped characters have a 1 round travel time between when they are used and when they take effect.

 

Render Silent (3 mana, blue and white):  Lexiel chooses target enemy.  Should that enemy use a magical action before her next turn, that action is countered and negated.  Then, that enemy is rendered unable to use magic until the end of their next turn.  This spell does not go on cooldown unless it counters an action.

 

Dragonshift (3 mana, blue and red):  Lexiel polymorphs target non-dragon ally or summon into a dragon for 1 round.  Dragons can fly, have MHP equal to Lexiel’s MHP, and get +Lexiel’s synergy to their damage dealt.  The dragon’s full MHP replaces the beneficiary’s current and maximum HP while this effect is active, but when it ends the beneficiary is returned to their former state.  Dragons retain access to all their non-gear actions, but cannot use gear while a dragon.  Lexiel can cast this spell for 7 mana to have it hit each eligible target.  This spell cannot self-target.  Affected allies look like they would if they had been born a dragon rather than whatever they currently are.

-Level 2:  The duration is increased to 2 rounds.

 

Temur Battle Rage (2 mana, red): Target ally may make a weapon attack as a free action during their next turn. If that character’s attacking stat is higher than their level and they down an enemy with a weapon attack during their next turn, damage dealt in excess of the downed enemy’s HP is dealt to the next enemy below them in the initiative order, then the one below that, and so on until all damage is assigned.

 

Banefire (1 mana, red):  Lexiel charges the Doomfist with mystical dragonfire and slams home a devastating haymaker, dealing Xd4+synergy fire damage, where X is the number of mana bonds she has.  If X is 5 or more, Banefire can’t be countered and its damage becomes pure.

 

Hope Charm (1 mana, white):  Choose One: Target ally moves first next round OR remove a status condition or debuff from target ally OR the next time target ally would receive a status condition or debuff, prevent that effect.  This effect does not stack with itself.

 

Deflecting Palm (2 mana, white and red):  Lexiel chooses target enemy. If that enemy uses a single target attack before Lexiel’s next turn, Lexiel punches that attack with the Doomfist, causing it to hit the attacker instead of the intended target.

 

Restoration Angel (4 mana, white):  Lexiel summons an Innistradi seraph, who protects one of her allies from imminent danger.  Lexiel can perform the summoning right away, or set it to be cast if an ally would be downed before her next turn.  In this case, if an ally would not be downed without Restoration Angel arriving, the angel is instead summoned just before Lexiel’s next turn.  If Restoration Angel is summoned outside of Lexiel’s turn, it doesn’t start blocking or attacking until her next turn.

 

Spark Trooper (4 mana, red and white):  Lexiel summons one of the powerful, short-lived products of a collaboration between the Izzet and Boros to hit an enemy, heal an ally, and then explode.

 

Frost Lynx (3 mana, blue):  Lexiel summons an icy elemental cat, who freezes an enemy solid with his breath.

 

Martial Glory (2 mana, red and white):  Target character deals bonus damage equal to their level with attacks this round.  Target character receives damage reduction equal to their level against attacks this round.  These effects can be used on the same character, or two different ones.

 

Sphinx’s Revelation (3 mana, blue and white):  Lexiel calls upon the wisdom of the Azorius sphinxes to bless her allies.  Provides Xd4+synergy healing and X cooldown reduction to their action with the longest active cooldown to target ally, where X is half of Lexiel’s mana bonds, rounded up.  This action cannot self-target.

 

Flying Crane Technique (6 mana, red, blue, and white):  Lexiel blesses all her allies with inexplicable kung fu skills.  All allies are cleansed of stun. All allies gain the ability to fly, and become impossible to block or taunt for enemies without flying for 1 round.  All allies may make a single attack with a weapon or trick during their next turn as a free action. For the purposes of this attack, allies gain a special trick called Fist.  Fist deals [level]d6 + strength or dexterity damage and does not occupy an action slot. It is only equipped to characters who are under the effects of Flying Crane Technique.

 

Mana Potion:  This single use consumable will boost Lexiel's mana bond supply for 1 encounter.

 

Summon Lexicon:

Spoiler

Oda Nobunaga, Champion of Progress

Legendary Creature – Human Avatar

MHP = Lexiel’s MHP

Basic Attack with saber and guns deals [level/2]d4 + intelligence damage.

Tenka Fubu – Innovation:  Nobunaga deals 3d4 bonus damage to enemies who can cast at least 3 spells, and 3d4 bonus damage to enemies with divine powers or heritage.  These bonuses can stack with each other.

Magic Resistance B:  Hostile supernatural actions used on Nobunaga get +1 rounds of casting time.

Three Thousand Worlds:  Nobunaga fires a volley of bullets that deal [intelligence] damage to a number of different enemy targets less than or equal to Lexiel’s [level/2].  The damage dealt after Tenka Fubu applies is doubled against enemies using a mount or vehicle.  Tenka Fubu applies separately to each enemy hit.  4 round cooldown.

Economic Incentives:  If Nobunaga was healed or buffed by somebody last round, she can use use Economic Incentives on one of her benefactors as a free action.  The target gets +intelligence to their damage and healing caused this round.

Demon King of the Sixth Heaven (Ultimate):  “Return to ash, relics of stagnation!  It cannot be helped!”  Nobunaga deploys her Reality Marble and bathes the battlefield in the purifying flames that purged Japan’s stagnant, superstitious past.  At the end of each of Nobunaga’s turns, she deals 1d4 + synergy damage to each enemy.  Tenka Fubu applies separately to each enemy hit.  This action costs 1 mana bond for each round it has been active, paid at the start of each of Lexiel’s turns.  It can only be used once per encounter.

 

Feather, Gateless Archangel (Champion 3, Red and White)

Legendary Creature – Angel Soldier

MHP = Lexiel’s MHP

Basic attack with flaming mace deals [level/2]d6 + synergy damage.

Flying: Feather’s aerial mobility and iron will let her circumvent any attempts to redirect her attacks.  Physical or emotional effects such as taunting and body blocking cannot force her to change the target of her actions.

Feather’s Benediction:  Feather energizes target ally or herself with Boros magic, setting up a feedback loop.  Other beneficial actions used on the targeted ally this round do not go on cooldown.  2 round cooldown.

Razia’s Deflection:  Drawing upon one of her mother’s favorite tactics, Feather sets up a magical trap.  Target ally gains X damage reduction for 1 round, where X is Lexiel’s level plus her current mana bond total.  Damage prevented this way is dealt to the attacker.

Call of the Parhelion (Ultimate):  “We need backup at 37th and Pine, ASAP!  Scramble the sky corps!”   Feather summons her flying fortress Parhelion II to hover over the battlefield for 1 round.  At the beginning of Lexiel’s next turn, as a free action, she summons an Angel Token for every time an ally used an action to deal damage while Parhelion II was present.  These Angel Tokens can attack on the turn they were summoned.  Costs 5 mana bonds to use.

Soldier Token:  Soldier tokens have 1 HP, and a basic attack that deals 1d6 + level damage.

 

Angel Token:  Angel tokens HP equal to 2x Lexiel’s constitution, and a basic attack that deals [level/3]d8 + synergy damage.  Their light armor reduces all damage received by 10%.

 

Protoss Zealot:  The zealot has HP equal to Lexiel’s constitution, and a basic attack that deals [mana bonds]d6 + synergy damage.  He is so angry that he is incapable of blocking, and if his current victim dies will assault the enemy closest to Lexiel in the initiative order on his next turn.

 

Soul Warden:  The soul warden has HP equal to Lexiel’s constitution and a basic attack that does damage equal to her level.  Whenever someone enters the encounter (a summon, reinforcements for either side, etc), the soul warden heals all allies and allied summons HP equal to Lexiel’s level.

 

Wall of Denial:  The wall has HP equal to ½ Lexiel’s MHP, and cannot attack.  It is completely impervious to damage and status, except from weapon-based attacks.  Natural weapons count as weapons.  It is made of pure magic, and thus cannot bleed or be poisoned.

 

Spark Trooper:  The elemental has 1 HP, and an attack that deals [synergy]d4 damage.  It can attack on the turn it is summoned. Whenever the elemental deals damage, it heals target ally for [intelligence]d4 HP.  The Spark Trooper explodes in a pillar of harmless, bright, white light at the end of the turn in which it was summoned.

 

Restoration Angel:  The angel has MHP equal to Lexiel’s constitution x2, and an attack that deals [synergy/2]d6 + intelligence damage.  The angel flies, and thus cannot be blocked or taunted by enemies without flying. When Restoration Angel enters the battlefield, Lexiel may banish target ally until her next turn.  If Restoration Angel is cast in response to an effect that would down an ally, the ally in danger is targeted for banishing. Banished targets still have durations and cooldowns tick down, but can only affect themselves with anything.  Nothing from an outside source can affect a banished target.

 

Frost Lynx:  The elemental cat has MHP equal to Lexiel’s constitution, and an attack that deals 1d6 + her level damage.  When the cat is summoned, it stuns target enemy for 1 round unless the target is immune to cold damage.

 

 

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