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Welcome to the Apocalypse - Director's Cut IC


DragonRage

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HP: 25/26
Moves: 4
Stats:
 
Essence:2
Constitution: 3
Dexterity: 4
Intelligence: 8 (10 after perk)
Resistance: 1 (6 after the item has buffed him)
Strength: 2
Synergy: 1
 
Perks:
Cerebral Booster: Extensive modifications to Alan's brain has caused him to be able to recall past events in vivid detail and quickly adapt to new situations. And to think that all it cost him was yet another part of his soul. Alan's intelligence is treated as having 25% more intelligence than he actually does.
Superiority: All new skills start at level 2 due to the extensive modifications to his brain's structure that has allowed him to form new memories and learn new skills even faster than he used to.

 

Loadout:

Barrage: Alan stylishly marks several targets with his cyberdeck by furiously typing something in their general direction while flashing a red laser pointer at them. This is seemingly done only for show, and the fact that Alan's drone almost immediately unleashes a barrage of blows that deals [Weapon Damage] to two different targets as two different attacks (As opposed to one instance of the weapon's damage divided by 2) is completely and utterly coincidental. This action has a one round cooldown.
 

Combat Hacking: Alan uses his years of experience and the fact that his cyberdeck is technically a quantum computer to attempt to hack into any electronic device. Make an opposed Intelligence check to disable a single target's action that depends on something that falls under the previous requirements for one round. One round cooldown.

The Alleged Gundrone (T.A.G.): A monstrous looking thing that crawls around the place on it's eight clawed feet, it appears to be carrying a single light machinegun of an indeterminable make and caliber. Deals 2d6+Intelligence damage to a single target...presumably by touching them with its bullets or clawed feet.

Highly Experimental Shield Generator "H.E.S.G." (Somebody really needs to work on that acronym): +Int/3 to Resistance due to Alan gradually starting to understand how to refine the damned thing/Learning how to use what he already has better)
Level 2: This item is now bound

Level 3: This item now provides +Int/2 to Resistance due to Alan's tendency to tinker with things whenever it is appropriate to do so finally paying off.

Mastery of the Matrix: Alan can attempt to hack into most, if not all electronic devices in his proximity as long as they have a WiFi connection, and he can directly plug his cyberdeck into anything that doesn't have one. This allows him to roll twice for a single hacking related roll, although it has a two round cooldown after it triggers.
 
(Trump) Do it yourself: This Trump can be exchanged for a gear or trick of equivalent level once per encounter, and the gear or trick is replaced by this Trump once again after the encounter has finished. 

 

Alan decided to rather helpfully point at the distant bluff with his left hand while shouting out the words "SNIPER!". Before he glanced at the fight going on below through his drone's eyes and noticed how screwed Vitor and Acquilla seemed to be. This is why the man decided to take out a rather small Medkit from a pocket located somewhere inside of his suit jacket...before he ran towards the two people who seemed as if they would need immediate medical attention soon.

 

Alan uses his Do it yourself Trump to replace it with the trick "Docwagon Medkit: Alan uses his not very extensive medical knowledge and the depressingly limited amount of medical supplies he carries with him to heal a single target by [Int] health"

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Nader was a little surprised himself when his armored fist crashed into the blade-bear-beast-thing's face with enough visage-crushing force to force it to rear up off of Leo, and even more surprised when it stumbled around as if it were concussed. Well, he hadn't expected to do that much damage, but Newton's First Law was something beautiful, alright. However, he really didn't have time to revel, because after staggering around a bit, the monstrosity was looking to charge again, and Nader didn't want to have to handle either being hit by it or having to avoid shooting someone else under it. So he brought his left arm in front of him, turned it towards the creature, straightened it until the rail clicked, and then pulled on the bar on the bottom of his armor's forearm. BOOM!

 

Nader fires his Horsekiller at the Drop Bear, using his No Silencers Here perk to taunt it!

Spoiler

Rabid Tiger Infantry Armor: +6 RES, +2 Action Slots for guns of at least rifle size
     (Horsekiller 1935R: 3d6+3+DEX[+STR w/ perk] damage, 10% miss chance
      M3 Sorraia: 2/3*(2d6+DEX[+STR w/ perk]) damage once to 2 targets or twice to 1 target)
Mk. 2 Osprey: 2d6+DEX damage, enemies must beat damage dealt with a dex chance or have dodge chance annulled

Heavy Metal Blow: 1d20+STR damage with armor and heavy gun.

 

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Spoiler

Mana remaining: 15
Eg remaining: 21
PP remaining: 0

 

Leo hops up, freed from the pin, and draws snow. twirling her in his hand for a moment before holding on with a firm grip.
"Thanks for the assist" He's about to attack, but then notes the lizard man is a broken bleeding mess, quite obviously near death.
"Nnnggg... you take care of this, I've got to go help him out. Did we seriously not bring any healers?" Hes already running off, heading over to the lizard man, and keeling next to him As he starts channeling mana into the deathly wounded man's blood, and then directing that onto his wounds.
"Hey can you hear me? Eyes open man. I have a rule against letting party members die. Bleed out some other time ok?" He does sound somewhat worried. Though he would much rather be tearing into the dysto bear, the others could handle that, and right now, he was apparently the only one who could handle this.

 

This is why he had wanted to have more time to prepare. This is why he wanted into that lab.

"Frostbrute! cover us!"

 

Leo channels 7 mana into blood to create healing blood mana, which is directed at sha'tiths wounds to heal him.
Frosbrute will now attempt to attack anyone who attacks leo and sha'tith

Edited by Endlessblaze
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"There's something flying by. Very far away." Ena ignored it for the moment. The battle at hand was important, and if she'd not been able to determine what it was from a brief glance, it wasn't close enough to matter, yet.

 

Ena will take a shot at Talon Flame trooper (The living one). Deals 2d6+INT (8) damage, with a 2*INT% chance to do double damage ignoring armor. 16%. +4 to perception checks and ranged damage. If it doesn't take an action, Ena will turn to try to determine what the flying thingy is after firing.

 

Spoiler

Merit: 0

HP: 20+2xCON=36

Moves: 1

 

Stats: (21)

Essence: 0

Constitution: 2+2+2+2=8

Dexterity: 1

Intelligence: 8

Resistance: (9)x1.75+3=19

Strength: 4

Synergy: 0

 

Perks:

  • Reserves of Energy: Grants access to the soulbound item “CFC Core Mounts” This item is the central hub of Ena’s body. It has three slots that can hold power sources, which provide CON and/or additional effects. Begins with 3x +2 to CON cores.
  • A Durable Body: Grants access to the soulbound item “CNT Humanoid Body”
  • Inbuilt Enforcer: Grants access to the perk backed action "The Great Equalizer".

 

Flaw:

  • Mechanical Entity: A combination flaw, rendering the owner susceptible to EMPs, susceptible to remote intrusion or hacking (can be counteracted through tricks or actions later on), unable to be healed by organic healing methods, and causes Ena’s Essence to be reduced by 1/3

Action Slots: (6)

 

CPH Core Mounts: A high tech hub for power sources. There is a small backup battery in her thigh, but the most of her power comes from this central location. It has three slots for mini items that can boost CON, or provide other minor effects. Current loadout

Slot 1: CFC Light Fusion Core: +2 CON

Slot 2: CFC Light Fusion Core: +2 CON

Slot 3: CFC Light Fusion Core: +2 CON

 

CNT Humanoid Body: Both Ena’s body, and her armor. It is made of a high strength titanium steel alloy combined with a carbon fiber nanoweave. Grants +3 RES (starting gear level), and gives +75% bonus to base RES (perk level).

 

1 Overwatch-issue DMR:  This high-powered rifle was designed by legendary engineer Torbjorn Lindholm for extreme penetrative power and accuracy.  Deals 2d6 + int damage, has a dex x2% chance to critically hit.  Critical hits ignore armor.  Characters who are not practiced with firearms may dislocate their shoulders when firing.

 

High Resolution: Ena's optical sensors are finely tuned, allowing her to perceive things at great distance, and accurately calibrate her motions with ranged weapons to hit distant objects. +2 to INT for perception checks, +2 to ranged damage.

Level 2: +1 more to perception checks and damage

Level 3: +1 more to perception checks and damage (a total of +4 to each currently)

 

Intelligent Aim (Trick, Level 1): Ena is able to use intelligence in place of dexterity for determining the DMR's crit chance now. Currently makes the crit chance (2*8 INT)=16%

 

Nerd Rage: Always equipped, doesn't take up a slot. Does. . . something.

 

Imposition: Using knowledge of how enemies act when they have their best toys taken away from them, Ena can efficiently defeat them. Deal weapon damage on an enemy, adding 1d6 for each status or debuff active on that enemy.

 

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Stellio turned his sights on the soldier that emerged from one of the alleys and fired some large fusil in the golem's back. No sooner than he did, was darkness channeling in from the air around him, circulating all throughout his body and into his blade, deep violet energy mixing with the aura of black beginning to surround him. Without a single word, he leveled the Headsman and  made a mighty stroke, causing the light itself to die as a massive shock wave of darkness erupted from it's face and hurtled towards the trooper, cutting the very air as it flew...

 

Moves

I. Stellio attacks the Talon Shock Trooper with the Headsman! He spends 5 MP to convert his attack from melee to ranged!

(Attack converted from Melee to Ranged. Deals {2d6+Str[9]} ranged Dark/Slashing Damage, has 30% chance to inflict "Dark Adverse" Status for 3 turns {Sufferer takes 1.25x more damage from dark based sources}. Stellio will gain +1 Str/Ess from either dealing or receiving damage)

II. Stellio attacks the Talon Shock Trooper with the Headsman Again, again spending 5 MP to convert his attack from melee to ranged!

 

Spoiler

Stellio


28/28 HP

20/30 MP -10=>10/30 MP

60/200 TP 
 

Essence: 5 (+3 Ogre Boost)
Constitution: 4 
Dexterity: 0 
Intelligence: 5 
Resistance: 8
Strength: 6 (+3 Ogre Boost)
Synergy: 0 

 

Relevant Perks

Mana Sphere: [Grants an "MP Meter" which is used to fuel magic actions. Max value equal to {20+Int*2} fills at a rate of {Int} per turn.]

Tactical Devestation: [Grants a "TP Gauge" which is used to activate special techniques. Max value 200; fills at a rate of {Damage Dealt/Received+Essence}]

Ogre of Whitewall: [Stellio gains +1 Strength & Essence every time he deals damage or is damaged. Caps at x2 Str/Ess]

 

Slots: 6/6

 

Actives

Fearful Impact- The user attacks with such ferocity that it strikes terror into the very hearts of their victim... [Cost 40 TP. Free Action. The user's next melee attack will inflict "Fear" status on the target, lowering their Main Offensive Stat and Their Res by the User's Essence for 2 turns.] 

 

Passives

Years of Service- A veteran with decades of experience behind them knows their way around the killing field better than most... [Passive Ability. The user gains +1 move in combat, making it so they always have a minimum of 2 moves rather than 1. This ability is not eligible for any upgrade.] 

 

Trumps

Grand Cross- A greatsword technique where the user strikes at the very fabric of reality with their blade, causing a massive bloom of lightning and pressure to engulf their unfortunate victim as a rift violently opens and closes just as quickly... [Consumes all currently available TP once activated. Cost 100 TP Minimum, and can only be activated while wielding a 2-handed sword. At base, deals (Str+Essence)*2 Crushing/Lightning damage on a single target, with a bonus (Str+Ess) damage added for every 25 points over 100 the TP gauge was at upon use.] 

 

Tricks

 

Equipment

The Headsman- A single-edged, 2-handed sword used by executioners. Its broad, curved blade is well suited for parting heads from shoulders

Current Effects: [Deals 2d6+Str Dark/Slashing Damage. Has a 30% chance to inflict "Dark-Averse" Status on hit, lasting 3 turns; units suffering Dark-Averse take 1.25x more damage dark-based sources. By choosing to spend 5MP when they attack with this weapon, the user may channel mana through it in order to convert their attack from a melee one into a ranged one, which deals the same damage and has all of the same secondary effects as a normal strike.]

 

Ebony Plate- A suit of black-tinted, full plate armor forged from damasc steel. Highly Resistant to rust, and far more durable than common forms of steel. It almost seems to cut a menacing profile around it's wearer, with its spiked pauldrons and helm...

Current Effects: [Grants +5 Res]

 

Ring of the Mind- A small, baldur ring set with a cut and polished Krystalos stone. It shines a deep blue under low light, and serves to expand the mind of those who wear it...

Current Effects: [While Equipped, Increases MP Accumulation by (Int), and increases checks made by MP-fueled Actions by (½ Int).]

 

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Contagion stands, aiming his AK at the various troops down past him, using Burst Fire (2d6+DEX+4 damage) on the remaining Flame Trooper.

 

Loadout:

Spoiler

Perks:

Mad Scientist- Contagion’s gasses have been modified to be more damaging, his AoE dealing 1.5x damage, giving 1.5x more effective buffs.

 

One with the Gas- Contagion gains a 25% dodge chance inside of his own gas. Immune to smoke, gas, or any other airborne substance that would impair vision.

 

Actions: (6 action slots)

-Actives

Toxin Cloud (AOE)- Contagion releases a cloud of poisonous gas on the battlefield, damaging all enemies.

-(Level 1) 1d6 + INT, prompting a INT vs RES check for enemies not to get Poisoned - [INT/4]d4 poison damage for 3 turns. Cooldown: 3 turns.

 

Burst Fire- Contagion opens fire with three attacks from his current firearm. 

-(Level 1) Deals full damage on each attack, the first with no penalties, the second 75% likely to hit, and the third being 50% likely to hit. Cooldown: 4 turns.

 

-Passives

 

Nimble- Contagion is a bit quicker in his light gear

-(Level 1) +10% chance to dodge

 

Heightened Awareness- Contagion's adrenaline kicks in, causing his reaction timing to increase.

-(Level 1) +4 to his DEX for the first 3 rounds of combat.

 

-Trumps

 

May the Gas Rise (AOE)- Contagion outputs enough gas to cover a couple blocks in radius, causing the toxins to eat at the enemies' skin.

-(Level 1) Deals 2d6 + INT damage to all enemies, and applying the Toxified ([DEX/4]d4 poison damage for 3d2 turns) status. Once per encounter.

 

Equipment:

Contagion’s Modified AK47: Modified to be more accurate and more damaging. 

-(Level 1) Deals 1d12 + DEX damage.

-(Level 2) Deals 2d6 + DEX damage.

 

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Lucine silently raises her weapons after downing the skirmisher, looking for another target. There was one in particular that stood out, now that the one soaking up all the damage was down. The twin weapons that made up Opal swung toward the mad scientist known as Moira, and released a pair of brilliant magic bolts flying in her direction.

 

Attack Moira with Opal.



Stats: 
  • Essence: 1
  • Constitution: 2
  • Dexterity: 2
  • Intelligence: 5
  • Resistance: 2
  • Strength: 1
  • Synergy: 9

Perks:

Conceptual Coder: Lucine has the somewhat unique talent of being able to inscribe Class Cards with a summoning ritual (with sufficient magical power), both on the traditional medium and into other items, to grant them properties based on the Heroic Spirit forming the card. Summoning a Heroic Spirit into a card relies on her Synergy, and can pull from the history of the world she is currently in if she has learned any meaningful amount of it; she may also attempt an Essence roll to influence the card summoned. The ritual itself must also take place over a confluence of leylines, or it runs the risk of significantly draining Lucine's energy. Creating components or Mystic Codes using a Card relies on her Intelligence. Some Class Cards can be leveled; others have a fixed scaling.

Include: Limit Expand: Lucine's imitation Kaleidostick retains the ability to include a Class Card, modifying its properties based on the card included and applying this modifier to all of her actions. Grants a special Action Slot that can only be used for this purpose. The precise changes are detailed in the Card's description. 

Install: Phantasm Summon: Though Lucine's Kaleidostick doesn't have the power needed to do a full Install, it can grant its wielder some of a Heroic Spirit's properties; due to the loss in power, it prioritizes defensive ones first. Grants a special Action Slot that can only be used to equip a Class Card. The precise ability granted is detailed in the Card's description.

Flaw: Magical Life: Lucine, despite appearing mostly like a human and largely being set up like one, is still a person created using magic rather than being born naturally. While she has large reserves of power, she burns through them quickly. Each combat takes a baseline of 15% of her storage capacity, and summoning a Class Card takes 60%. There are numerous methods of restoring one's mana, but she does not begin knowing them.

Actions:

Include: Red Sonja:  A card containing the tale of Red Sonja, under the Archer class. When Included, it prevents any effects from hampering Lucine's attacks, and allows her to load anything she can lift into Opal as a projectile; Opal gains a large top-loader and a laser sight.
Install: HeraklesGod Hand: Negates all actions targeting Lucine's that are Level 2 or lower. After being attacked, she gains +2SYN/3 resistance when attacked with the same damage type for the remainder of the battle. 
-Actives

Big Blast I: A long-ranged magical assault consisting of a number of blasts of raw magic. Not a particularly refined technique, but it gets the job done. Deals SYN damage 3 times, to up to 3 different targets. 1 turn cooldown. 

-Passives

Elphet Style II: Grants a 30% chance of making a followup attack to any offensive action, dealing half of her weapon's dice (e.g. if it were 2d8, the followup would deal 2d4) and half of her STR as damage.
Unidentified Wild Magic: Who knows what this does? Lucine doesn't even know its there. Automatically equipped, and does not take an action slot.


Equipment:

Kaleidostick Magical Opal (Level 3): Provides numerous things to Lucine, including a fair amount of unnecessary headache at times and the ability to utilize her powers as a magical girl. It's been modified heavily from the original designs by both Lucine and her father, resembling a pair of oversized pistols when in use in combat. The guns lock together into a slightly less threatening-looking winged box when not in combat mode, a box that can fly about under its own power. 
-Damage: (Worlds Cleared+1)d8+SYN
-Soulbound: This item is immune to most item destruction or theft effects, but can be given away, granting most of Lucine's combat powers to the bearer instead. 

Ammunition of the Waterfront Saint: Bullets that lend attacks the kick of a certain brawling saint. All attacks that hit while this is equipped cause a -2 SYN debuff on the victim lasting 1 turn. Only equippable if the user is already using a firearm.

Archer Class Card - Red Sonja: A card containing the tale of Red Sonja, under the Archer class. When Included, it prevents any effects from hampering Lucine's attacks, and allows her to load anything she can lift into Opal as a projectile; Opal gains a large top-loader and a laser sight. When Installed, it renders Lucine immune to most environmental effects.

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Sha'Tith groans as he starts to pull himself up from the dust and debris, he hissed some when Leo approached but didn't put up a fight.  He just kinda sat there propped up with an angry look on his face.

After Leo finished his work Sha'Tith grunted slightly(acceptance?) and then spat a ball of fire at Junkrat.

 

Sha'Tith uses "Flame Breath" on Junkrat(or one of the Talon soldiers if Junkrat cannot be targeted, or the Drop Bear if none of the others can be targeted) this deals 2d6+3 fire damage.  "Barbed Wire" activates, this Non-sight-line based, Aura-of-death, deals 1d4 Pure damage to Junkrat and the two Talon soldiers.

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Once the bear had been literally punched in the face by Nader, Freya remembered that her zombies had willed their way forward, turning to see her little earth abominations off to 'war', face full of excitement. However, that excitement froze when the zombies first stepped into the minefield... Along with the combination of that laughing maniac's weaponry, causing her entire force to be, well, obliterated. Rather harshly.

 

Freya herself still had that excited face as the explosions began, the sheer force of them nearly causing her hat to fly off. About halfway through the explosions though, Freya quickly began to droop forward, her face turning into a more disappointing frown. Soon enough, her zombies were just scattered dirt and rock, little wisps of black magic flying right back to Freya to rejoin with their source.

 

... There went her contributing.

 

Freya spends her turn to remove Natural Requiem from her loadout, as it is now useless.

 

Le Freya Loadout

Spoiler

Slots: 4/5

 

-Actives

(Perk backed)Necromancy: Freya targets a dead enemy, specifically, the skeleton of a long dead body, or a revenant, reviving them to heed her command. These revived creatures have their dexterity reduced to 0, though Freya is forced to make an Essence vs Resistance check in order to keep them at their full strength. A success let's Freya use them with their stats at their normal ability, while failing halves each stat aside from Con. These minions count as actions, and must have actions slots to use.
Necromancy Level 2: Dex is now able to be at half capacity if Freya succeeds her roll, but remains at 0 if she fails her reanimation roll.
Necromancy Level 3: Dex is now able to be at full capacity if Freya succeeds her roll, but is halved if she fails her reanimation roll.
Necromancy Level 4: Freya's reanimation roll (Essence vs Resistance) now halves the bodies Resistance stat for the purpose of the roll.

 

(Perk backed)Resurrection: Freya revives a friend from death, because she can. Freya brings a person back to life, but permanently loses 1 Syn minimum. The revived person in question starts off with 0 stat points, but gains 1 stat point for every Syn Freya spends.

 

Misty Skulls: Freya slams her staff into the ground, releasing multiple skulls made of grey mist that fly at an enemy, dealing 1d6+SYN damage.

 

Item: 

Soul Amulet: A small, black gemstone inside an amulet, that is on a chain that wraps around her neck. +1 Syn until Resurrection is used, which causes this item to be destroyed instantly.

 

Edited by GodofGamingRWBY
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Loadout

  Hide contents

-Perks

 

Mage's Duel: The user's Synergy is added to their RES for Combat RES checks, unless the attack triggers Fragile Lament.

 

-Flaw

 

Fragile Lament: Instead of a singular downside, the user gains small Maluses each time specific things affect them, assigned at the end of an encounter.  Maluses may be removed for 2 Merit each, and Maluses with multiple levels may have a level removed for 1 Merit.  A random roll determines how severe a Malus is, and if it comes with any Neutral or Positive effects, based on circumstances.  Maluses may also instead remove Stat Points or Action Levels instead of granting a downside.

A Malus has a limit of 3 Levels.

 

The following things will Always incite a Malus, though more may exist.
 

Non-magical Water, Fire, Magnetism, Paint, Chemicals, or Stains.

 

Damage which bypasses the user's magical stamina and attacks their lightweight and small body directly in a lasting manner, such as cutting and crushing that fail to simply bat the user away.

 

Pure Damage.

 

-Actions/Gear

 

(Active) Orbit: The user can orbit incoming damage, sliding around it with ease
(Level 1): The user may Begin Orbiting, this buff disappears when the user is not attacked for one full turn, While Orbiting, the user makes a RES Check against incoming attacks, sliding around them if successful.
(Level 2): While Orbiting, the user is capable of flight, using attacks to slingshot themselves about, and Aura for Course Correction and hovering.  3 Turn Cooldown once Orbiting Ends.

 

3 Turns Remain

 

(Passive Gear) Smiley Shield: A smiley face button, with a blue bead threaded through it's pin.  A psychic grip makes it float around the user.

(Gear Level 1) +3 RES as the object flies around the user, blocking small attacks.

(Gear Level 2) +6 RES against Magical Attacks, when a Magical Attack is blocked as a result of this, Small objects are blown off of the attacker, such as coins, zipper tabs, and buttons.

 

(Active) Occult Hydrokinesis: The user is able to control roughly 200 Pounds of Water using their Psychic Aura, This includes objects aligned with water through magical means, and things which are very nearly water.

-

(Level 1): The user may make a Syn Check against any Water based Entity, if successful, the user gains control of it for an indeterminate period. Limit 1 Object

-

(Trick Level 2): The user may now control moisture in a substance (such as Air or Soil), if it exists, this will always result in half the normal amount of water.

-

(Trick Level 3): The user may now control the water inherently found in gasses, forming it wholesale from oxygen and trace molocules, this only results in 1/10 the normal amount of controlled water.

-

(Trick Level 4): The user may now control water at an extreme range, or with extreme force. Deal 1d6+Syn damage to targets outside of Encounter range, or deal 3d6+Syn Damage to a target within the encounter, an object must be under control to do this.

 

(Gear) Rubber Band Bracelet: This bracelet seems to be made of rubber bands, woven together.  Through Magic, it has become an infectious Symbiote, which attaches itself to a creature and acts as a large extra limb.

(Gear Level 1) This item can be replaced with another as a free action, or used to attempt to steal a small item from an enemy.

 

Lightning Needle: Needles have the property of attaching things to other things. This one happens to do it with magnetism.

(Level 1) Deals 1d6 + essence electric damage to targets, and can mess up electronics if stuck into just the right spot.

 

(Trump) Shining Silver: The user has a shiny silver twist tie integrated into their body, which they can tap for incredible power through this God Wire.

(Level 1) Once per plot, Multiply Stats by x5 for more than 2 turns. (Turns beyond this are subject to circumstances) When this is used, the user may gain up to three tricks by tapping into the Silver Wire's special power of skill growth.

 

-Maluses:

 

(Level 3) Waterlogged: The user's body is rusted from being in water for so long.

Level 1: The user is stunned when afflicted with a water attack, due to encroaching madness.

Level 2: The user has -1 RES, due to rust.

Level 3: The user has -1 Dex, due to rust.

 

Whipped Dream (level 3, Malus): Blue smells delicious to all manner of critters. He could also make a Slurpuff evolve. He isn't sure what a Slurpuff is, but he knows he could make one evolve now.

 

Blue replaces Rubber Band Bracelet with Lightning Needle as a free action, and then activates Shining Silver, Pentupling all his stats for 2 turns.

"The Power of a God, in the palm of my hand..."  He says, overwhelmed with the newfound power and wisdom of his silver wire.

 

With a pointless gesture, the water in the ground around him is summoned up with incredible force, forming a massive sphere of water around him, he has trouble controlling this new power, as he floats like a genie in the middle.

 

 

Edited by Hal Henderics
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The Battle Continues!

__________________________________________________________________

Pipeline Repair Team

Cackling madly, Junkrat barrages the cart of parts with grenades, removing 36% of its health!  The cart can't take much more of this!

 

Sha'Tith uses his Barbed Wire to deal 2 damage to each human enemy!  Then he torches the Shock Trooper with his Flame Breath, dealing 9 damage!

 

Leo pumps 7 mana into healing Sha'Tith!  Leo lacks skill at healing, but he seems to have done something at least partially right, as a blood-red protective aura surrounds Sha'Tith, granting him 20 temporary hit points.

 

The Frost Brute prepares an action...

 

Nader shoots the Dystoan Drop Bear, blowing a large hole in its chest.  The strange creature staggers, razor maw grinding, before it falls dead before him.  Chalk one up to superior firepower.

 

The Talon Shock Trooper blasts the Frost Brute with his shotgun, downing the construct.  The Frost Brute was not ready for this!

 

The Talon Skirmisher pokes his head out of cover and fires his assault rifle at Leo, dealing 9 damage!

 

Blue draws upon his fast magical power... and shows his lack of practice, surrounding himself in a large, remarkably clingy globe made of ground water.  The badlands beneath the party's feet shift omenously, as though something supporting them was removed.

 

Freya alters her loadout!  She also has a large, cybernetic bear corpse to work with...

 

Stelio carves up the Shock Trooper, dealing 20 damage with his first swing, and 21 with his second!  The Shock Trooper falls in three pieces.
 

Status:
 

Spoiler

Junkrat:  -2 HP, Healthy

Sha'Tith – 1/24, Bloody Ward 3 rounds (20/20 temporary HP remaining)

Leo – 8/24, wounded

Frost Brute – downed

Nader - Healthy

Talon Skirmisher: -2 HP, Healthy

Blue - Healthy

Freya - Healthy

Stelio - Healthy

House 1: 100%

House 2:  100%

Pumping Station:  17%

Cart:  39%

2
2

______________________________________________________________________

Derelict Assault Team

 

Contagion riddles the remaining Flame Trooper with bullets!  The terrorist drops to the earth, bleeding heavily.

 

Aquila recovers from his stun!

 

Alan, showing great forethought, produces some medical supplies!

 

Vitor stabs Shock Trooper 1 with Gae Bolg, dealing 18 damage!  The shock trooper is perforated to death.

 

Moira vanishes instantly, leaving the remaining skirmisher looking very sorry for himself.

 

Lucine takes a shot at the last Talon operative, but the Drop Shield blocks the bullet!

 

The remaining Talon Skirmisher drops his gun to hang from his shoulder by a strap and flees back into the derelict.

 

A grapnel fires from the Mysterious Sniper's position, and pulls them toward the derelict, where they vanish inside.

 

Ena takes a look at the flying object and is alarmed to see it's a missile painted black, with glowing purple lines!

 

Status:

Spoiler

Vitor – 4/28, badly wounded

Contagion - Healthy

Aquila – 12/38, Flame Wall (using beneficial actions on him deals you 2d6 fire damage), badly wounded.

Alan – 25/26, Healthy

Moira – Healthy, Drop Shield (?), cover

Lucine – 19/24. Healthy

Talon Skirmisher 2: -12 damage, wounded, Drop Shield (?), cover

Ena – Painted (1 rounds remaining, ?)

 

 

 

Edited by DragonRage
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Freya

 

Thankfully, Freya was able to see that the bear that had dropped onto the team had now died... Which, originally, didn't really concern her much, since it was mainly just a bunch of... Iron and magic, she guessed. However, as another round of explosions came out behind her, a familiar sense came to her, coming from her own magic, pointing her towards two things that it WANTED to be used on. Some poor guy that got cut up into three pieces...

 

And the bear.

 

Instantly, Freya seemed to brighten as she straightened her hat, before running past the group and right to the bear. Sure enough, as she neared, she could sense the familiar dead feel that a corpse would have... Which was surprising, but apparently this thing was some weird mix of previously living parts and iron. If things went well... She should be able to work with this.

 

So, now just a step away from the corpse's head, Freya crouched down, planting her staff firmly into the ground before lifting her hand, tendrils of dark, misty magic rising from underneath her sleeve, "Alright, let's put you to work..." she muttered, before placing her hand on top of the bear's head, causing the dark tendrils to latch onto the bear, seeping through any opening they could find in the bear.

 

Freya uses Necromancy on the bear, finally having a reason to be useful.

 

 

High Tier Freya Loadout

Spoiler

Slots: 4/5

 

-Actives

(Perk backed)Necromancy: Freya targets a dead enemy, specifically, the skeleton of a long dead body, or a revenant, reviving them to heed her command. These revived creatures have their dexterity reduced to 0, though Freya is forced to make an Essence vs Resistance check in order to keep them at their full strength. A success let's Freya use them with their stats at their normal ability, while failing halves each stat aside from Con. These minions count as actions, and must have actions slots to use.
Necromancy Level 2: Dex is now able to be at half capacity if Freya succeeds her roll, but remains at 0 if she fails her reanimation roll.
Necromancy Level 3: Dex is now able to be at full capacity if Freya succeeds her roll, but is halved if she fails her reanimation roll.
Necromancy Level 4: Freya's reanimation roll (Essence vs Resistance) now halves the bodies Resistance stat for the purpose of the roll.

 

(Perk backed)Resurrection: Freya revives a friend from death, because she can. Freya brings a person back to life, but permanently loses 1 Syn minimum. The revived person in question starts off with 0 stat points, but gains 1 stat point for every Syn Freya spends.

 

Misty Skulls: Freya slams her staff into the ground, releasing multiple skulls made of grey mist that fly at an enemy, dealing 1d6+SYN damage. In addition, the target must do a check against Freya's Syn vs their Essence, and if they fail, act as if they are at critical health.

 

Item: 

Soul Amulet: A small, black gemstone inside an amulet, that is on a chain that wraps around her neck. +1 Syn until Resurrection is used, which causes this item to be destroyed instantly.

 

Edited by GodofGamingRWBY
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"Missile incoming. Find cover." Ena spoke to the two people standing on the ledge with her. The small girl and the man who seemed to control robots. She'd have to find defenses for that. Later. For now, though, she raised the rifle she held, pushing the stock against the plate covering her shoulder joint, and stared down the scope. Her own visual enhancement kicked in too, as she attempted to calculate trajectories such that she would hit this threat on the nose.

 

 

Ena will take a shot at the incoming missile. Deals 2d6+INT (8) damage, with a 2*INT% chance to do double damage ignoring armor. 16%. +4 to perception checks and ranged damage. If it doesn't take an action, Ena will turn to try to determine what the flying thingy is after firing.

 

Spoiler

Merit: 0

HP: 20+2xCON=36

Moves: 1

 

Stats: (21)

Essence: 0

Constitution: 2+2+2+2=8

Dexterity: 1

Intelligence: 8

Resistance: (9)x1.75+3=19

Strength: 4

Synergy: 0

 

Perks:

  • Reserves of Energy: Grants access to the soulbound item “CFC Core Mounts” This item is the central hub of Ena’s body. It has three slots that can hold power sources, which provide CON and/or additional effects. Begins with 3x +2 to CON cores.
  • A Durable Body: Grants access to the soulbound item “CNT Humanoid Body”
  • Inbuilt Enforcer: Grants access to the perk backed action "The Great Equalizer".

 

Flaw:

  • Mechanical Entity: A combination flaw, rendering the owner susceptible to EMPs, susceptible to remote intrusion or hacking (can be counteracted through tricks or actions later on), unable to be healed by organic healing methods, and causes Ena’s Essence to be reduced by 1/3

Action Slots: (6)

 

CPH Core Mounts: A high tech hub for power sources. There is a small backup battery in her thigh, but the most of her power comes from this central location. It has three slots for mini items that can boost CON, or provide other minor effects. Current loadout

Slot 1: CFC Light Fusion Core: +2 CON

Slot 2: CFC Light Fusion Core: +2 CON

Slot 3: CFC Light Fusion Core: +2 CON

 

CNT Humanoid Body: Both Ena’s body, and her armor. It is made of a high strength titanium steel alloy combined with a carbon fiber nanoweave. Grants +3 RES (starting gear level), and gives +75% bonus to base RES (perk level).

 

1 Overwatch-issue DMR:  This high-powered rifle was designed by legendary engineer Torbjorn Lindholm for extreme penetrative power and accuracy.  Deals 2d6 + int damage, has a dex x2% chance to critically hit.  Critical hits ignore armor.  Characters who are not practiced with firearms may dislocate their shoulders when firing.

 

High Resolution: Ena's optical sensors are finely tuned, allowing her to perceive things at great distance, and accurately calibrate her motions with ranged weapons to hit distant objects. +2 to INT for perception checks, +2 to ranged damage.

Level 2: +1 more to perception checks and damage

Level 3: +1 more to perception checks and damage (a total of +4 to each currently)

 

Intelligent Aim (Trick, Level 1): Ena is able to use intelligence in place of dexterity for determining the DMR's crit chance now. Currently makes the crit chance (2*8 INT)=16%

 

Nerd Rage: Always equipped, doesn't take up a slot. Does. . . something.

 

Imposition: Using knowledge of how enemies act when they have their best toys taken away from them, Ena can efficiently defeat them. Deal weapon damage on an enemy, adding 1d6 for each status or debuff active on that enemy.

 

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Blue uses his hydrokinesis to fire a guided bullet of water at Junkrat, dealing 1d6+40 Damage!

 

"Now, you DIE!" He shouts, as a small pellet of water is fired from the sphere.

 

Quote

(Trick Level 4): The user may now control water at an extreme range, or with extreme force. Deal 1d6+Syn damage to targets outside of Encounter range, or deal 3d6+Syn Damage to a target within the encounter, an object must be under control to do this.

 

Loadout

  Hide contents

-Perks

 

Mage's Duel: The user's Synergy is added to their RES for Combat RES checks, unless the attack triggers Fragile Lament.

 

-Flaw

 

Fragile Lament: Instead of a singular downside, the user gains small Maluses each time specific things affect them, assigned at the end of an encounter.  Maluses may be removed for 2 Merit each, and Maluses with multiple levels may have a level removed for 1 Merit.  A random roll determines how severe a Malus is, and if it comes with any Neutral or Positive effects, based on circumstances.  Maluses may also instead remove Stat Points or Action Levels instead of granting a downside.

A Malus has a limit of 3 Levels.

 

The following things will Always incite a Malus, though more may exist.
 

Non-magical Water, Fire, Magnetism, Paint, Chemicals, or Stains.

 

Damage which bypasses the user's magical stamina and attacks their lightweight and small body directly in a lasting manner, such as cutting and crushing that fail to simply bat the user away.

 

Pure Damage.

 

-Actions/Gear

 

(Active) Orbit: The user can orbit incoming damage, sliding around it with ease
(Level 1): The user may Begin Orbiting, this buff disappears when the user is not attacked for one full turn, While Orbiting, the user makes a RES Check against incoming attacks, sliding around them if successful.
(Level 2): While Orbiting, the user is capable of flight, using attacks to slingshot themselves about, and Aura for Course Correction and hovering.  3 Turn Cooldown once Orbiting Ends.

 

3 Turns Remain

 

(Passive Gear) Smiley Shield: A smiley face button, with a blue bead threaded through it's pin.  A psychic grip makes it float around the user.

(Gear Level 1) +3 RES as the object flies around the user, blocking small attacks.

(Gear Level 2) +6 RES against Magical Attacks, when a Magical Attack is blocked as a result of this, Small objects are blown off of the attacker, such as coins, zipper tabs, and buttons.

 

(Active) Occult Hydrokinesis: The user is able to control roughly 200 Pounds of Water using their Psychic Aura, This includes objects aligned with water through magical means, and things which are very nearly water.

-

(Level 1): The user may make a Syn Check against any Water based Entity, if successful, the user gains control of it for an indeterminate period. Limit 1 Object

-

(Trick Level 2): The user may now control moisture in a substance (such as Air or Soil), if it exists, this will always result in half the normal amount of water.

-

(Trick Level 3): The user may now control the water inherently found in gasses, forming it wholesale from oxygen and trace molocules, this only results in 1/10 the normal amount of controlled water.

-

(Trick Level 4): The user may now control water at an extreme range, or with extreme force. Deal 1d6+Syn damage to targets outside of Encounter range, or deal 3d6+Syn Damage to a target within the encounter, an object must be under control to do this.

 

(Gear) Rubber Band Bracelet: This bracelet seems to be made of rubber bands, woven together.  Through Magic, it has become an infectious Symbiote, which attaches itself to a creature and acts as a large extra limb.

(Gear Level 1) This item can be replaced with another as a free action, or used to attempt to steal a small item from an enemy.

 

Lightning Needle: Needles have the property of attaching things to other things. This one happens to do it with magnetism.

(Level 1) Deals 1d6 + essence electric damage to targets, and can mess up electronics if stuck into just the right spot.

 

(Trump) Shining Silver: The user has a shiny silver twist tie integrated into their body, which they can tap for incredible power through this God Wire.

(Level 1) Once per plot, Multiply Stats by x5 for more than 2 turns. (Turns beyond this are subject to circumstances) When this is used, the user may gain up to three tricks by tapping into the Silver Wire's special power of skill growth.

 

-Maluses:

 

(Level 3) Waterlogged: The user's body is rusted from being in water for so long.

Level 1: The user is stunned when afflicted with a water attack, due to encroaching madness.

Level 2: The user has -1 RES, due to rust.

Level 3: The user has -1 Dex, due to rust.

 

Whipped Dream (level 3, Malus): Blue smells delicious to all manner of critters. He could also make a Slurpuff evolve. He isn't sure what a Slurpuff is, but he knows he could make one evolve now.

Edited by Hal Henderics
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"I presume those of you qualified to fix the pipe would be rather opposed to letting that desert rat blow your tools and materials to kingdom come, hence I will leave that to you..." almost as if on cue as he said that, another soldier popped up, this one armed with a rapidly firing fusil which he used to pepper the boy with the golem, the latter of whom now lay in a smoking pile on the ground thanks to the man who lay in pieces at stellio's feet. Already, Dark Mana gathered and focused itself into his blade, as he once more brought it to a ready "For, it seems yet another one has chosen to come out of hiding- TWAS A VERY DEAR MISTAKE, RAT!"

 

moves:

I. Stellio attacks the Talon Skirmisher with the Headsman! He spends 5 MP to convert his attack from melee to ranged! (IF the Talon Skirmisher is already dead, Stellio will use both his actions to push the Payload cart towards the pipe)

(Attack converted from Melee to Ranged. Deals {2d6+Str[11]} ranged Dark/Slashing Damage, has 30% chance to inflict "Dark Adverse" Status for 3 turns {Sufferer takes 1.25x more damage from dark based sources}. Stellio will gain +1 Str/Ess from either dealing or receiving damage)

II. Stellio attacks the Talon Skirmisher with the Headsman Again, again spending 5 MP to convert his attack from melee to ranged! (IF the talon Skirmisher dies due to Stellio's above attack, he will use this action to instead push the payload cart)

Spoiler

Stellio


28/28 HP

20/30 MP -10=>10/30 MP

121/200 TP 
 

Essence: 5 (+5 Ogre Boost)
Constitution: 4 
Dexterity: 0 
Intelligence: 5 
Resistance: 8
Strength: 6 (+5 Ogre Boost)
Synergy: 0 

 

Relevant Perks

Mana Sphere: [Grants an "MP Meter" which is used to fuel magic actions. Max value equal to {20+Int*2} fills at a rate of {Int} per turn.]

Tactical Devestation: [Grants a "TP Gauge" which is used to activate special techniques. Max value 200; fills at a rate of {Damage Dealt/Received+Essence}]

Ogre of Whitewall: [Stellio gains +1 Strength & Essence every time he deals damage or is damaged. Caps at x2 Str/Ess]

 

Slots: 6/6

 

Actives

Fearful Impact- The user attacks with such ferocity that it strikes terror into the very hearts of their victim... [Cost 40 TP. Free Action. The user's next melee attack will inflict "Fear" status on the target, lowering their Main Offensive Stat and Their Res by the User's Essence for 2 turns.] 

 

Passives

Years of Service- A veteran with decades of experience behind them knows their way around the killing field better than most... [Passive Ability. The user gains +1 move in combat, making it so they always have a minimum of 2 moves rather than 1. This ability is not eligible for any upgrade.] 

 

Trumps

Grand Cross- A greatsword technique where the user strikes at the very fabric of reality with their blade, causing a massive bloom of lightning and pressure to engulf their unfortunate victim as a rift violently opens and closes just as quickly... [Consumes all currently available TP once activated. Cost 100 TP Minimum, and can only be activated while wielding a 2-handed sword. At base, deals (Str+Essence)*2 Crushing/Lightning damage on a single target, with a bonus (Str+Ess) damage added for every 25 points over 100 the TP gauge was at upon use.] 

 

Tricks

 

Equipment

The Headsman- A single-edged, 2-handed sword used by executioners. Its broad, curved blade is well suited for parting heads from shoulders

Current Effects: [Deals 2d6+Str Dark/Slashing Damage. Has a 30% chance to inflict "Dark-Averse" Status on hit, lasting 3 turns; units suffering Dark-Averse take 1.25x more damage dark-based sources. By choosing to spend 5MP when they attack with this weapon, the user may channel mana through it in order to convert their attack from a melee one into a ranged one, which deals the same damage and has all of the same secondary effects as a normal strike.]

 

Ebony Plate- A suit of black-tinted, full plate armor forged from damasc steel. Highly Resistant to rust, and far more durable than common forms of steel. It almost seems to cut a menacing profile around it's wearer, with its spiked pauldrons and helm...

Current Effects: [Grants +5 Res]

 

Ring of the Mind- A small, baldur ring set with a cut and polished Krystalos stone. It shines a deep blue under low light, and serves to expand the mind of those who wear it...

Current Effects: [While Equipped, Increases MP Accumulation by (Int), and increases checks made by MP-fueled Actions by (½ Int).]

 

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Sha'Tith stood slowly, he definitely wasn't at 100%, but he could fight for a while at least.  So he stepped over to cart and with a great heave pushed it forward, once he got it moving he started hurling fire and lightning at the last remaining soldier.

 

Sha'Tith Pushes the Payload, Barbed Wire activates, dealing 1d4 pure damage to Junkrat and the last Talon soldier.

Free action: Sha'Tith uses Flame Breath on the Talon Skirmisher dealing 2d6+3 damage, Ukulele activates dealing 8d4 electric damage to the Talon Skirmisher.

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Lucine spun wordlessly to face the incoming missile. After a few quick glances at her teammates to note the seemingly preferred strategy of trying to shoot it down, she raised both of her guns toward it and let off a rapid succession of shots herself.

 

Big Blast on the missile. Eternal Arms Mastery applies.



Stats: 

 
  • Essence: 1
  • Constitution: 2
  • Dexterity: 2
  • Intelligence: 5
  • Resistance: 2
  • Strength: 1
  • Synergy: 9

Perks:

Conceptual Coder: Lucine has the somewhat unique talent of being able to inscribe Class Cards with a summoning ritual (with sufficient magical power), both on the traditional medium and into other items, to grant them properties based on the Heroic Spirit forming the card. Summoning a Heroic Spirit into a card relies on her Synergy, and can pull from the history of the world she is currently in if she has learned any meaningful amount of it; she may also attempt an Essence roll to influence the card summoned. The ritual itself must also take place over a confluence of leylines, or it runs the risk of significantly draining Lucine's energy. Creating components or Mystic Codes using a Card relies on her Intelligence. Some Class Cards can be leveled; others have a fixed scaling.

Include: Limit Expand: Lucine's imitation Kaleidostick retains the ability to include a Class Card, modifying its properties based on the card included and applying this modifier to all of her actions. Grants a special Action Slot that can only be used for this purpose. The precise changes are detailed in the Card's description. 

Install: Phantasm Summon: Though Lucine's Kaleidostick doesn't have the power needed to do a full Install, it can grant its wielder some of a Heroic Spirit's properties; due to the loss in power, it prioritizes defensive ones first. Grants a special Action Slot that can only be used to equip a Class Card. The precise ability granted is detailed in the Card's description.

Flaw: Magical Life: Lucine, despite appearing mostly like a human and largely being set up like one, is still a person created using magic rather than being born naturally. While she has large reserves of power, she burns through them quickly. Each combat takes a baseline of 15% of her storage capacity, and summoning a Class Card takes 60%. There are numerous methods of restoring one's mana, but she does not begin knowing them.

Actions:

Include: Red Sonja:  A card containing the tale of Red Sonja, under the Archer class. When Included, it prevents any effects from hampering Lucine's attacks, and allows her to load anything she can lift into Opal as a projectile; Opal gains a large top-loader and a laser sight.
Install: HeraklesGod Hand: Negates all actions targeting Lucine's that are Level 2 or lower. After being attacked, she gains +2SYN/3 resistance when attacked with the same damage type for the remainder of the battle. 
-Actives

Big Blast I: A long-ranged magical assault consisting of a number of blasts of raw magic. Not a particularly refined technique, but it gets the job done. Deals SYN damage 3 times, to up to 3 different targets. 1 turn cooldown. 

-Passives

Elphet Style II: Grants a 30% chance of making a followup attack to any offensive action, dealing half of her weapon's dice (e.g. if it were 2d8, the followup would deal 2d4) and half of her STR as damage.
Unidentified Wild Magic: Who knows what this does? Lucine doesn't even know its there. Automatically equipped, and does not take an action slot.


Equipment:

Kaleidostick Magical Opal (Level 3): Provides numerous things to Lucine, including a fair amount of unnecessary headache at times and the ability to utilize her powers as a magical girl. It's been modified heavily from the original designs by both Lucine and her father, resembling a pair of oversized pistols when in use in combat. The guns lock together into a slightly less threatening-looking winged box when not in combat mode, a box that can fly about under its own power. 
-Damage: (Worlds Cleared+1)d8+SYN
-Soulbound: This item is immune to most item destruction or theft effects, but can be given away, granting most of Lucine's combat powers to the bearer instead. 

Ammunition of the Waterfront Saint: Bullets that lend attacks the kick of a certain brawling saint. All attacks that hit while this is equipped cause a -2 SYN debuff on the victim lasting 1 turn. Only equippable if the user is already using a firearm.

Archer Class Card - Red Sonja: A card containing the tale of Red Sonja, under the Archer class. When Included, it prevents any effects from hampering Lucine's attacks, and allows her to load anything she can lift into Opal as a projectile; Opal gains a large top-loader and a laser sight. When Installed, it renders Lucine immune to most environmental effects.

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Loadout



HP: 25/26
Moves: 4
Stats:
 
Essence:2
Constitution: 3
Dexterity: 4
Intelligence: 8 (10 after perk)
Resistance: 1 (6 after the item has buffed him)
Strength: 2
Synergy: 1
 
Perks:
Cerebral Booster: Extensive modifications to Alan's brain has caused him to be able to recall past events in vivid detail and quickly adapt to new situations. And to think that all it cost him was yet another part of his soul. Alan's intelligence is treated as having 25% more intelligence than he actually does.
Superiority: All new skills start at level 2 due to the extensive modifications to his brain's structure that has allowed him to form new memories and learn new skills even faster than he used to. 

  

Loadout: 

Barrage: Alan stylishly marks several targets with his cyberdeck by furiously typing something in their general direction while flashing a red laser pointer at them. This is seemingly done only for show, and the fact that Alan's drone almost immediately unleashes a barrage of blows that deals [Weapon Damage] to two different targets as two different attacks (As opposed to one instance of the weapon's damage divided by 2) is completely and utterly coincidental. This action has a one round cooldown.
 

Combat Hacking: Alan uses his years of experience and the fact that his cyberdeck is technically a quantum computer to attempt to hack into any electronic device. Make an opposed Intelligence check to disable a single target's action that depends on something that falls under the previous requirements for one round. One round cooldown.

The Alleged Gundrone (T.A.G.): A monstrous looking thing that crawls around the place on it's eight clawed feet, it appears to be carrying a single light machinegun of an indeterminable make and caliber. Deals 2d6+Intelligence damage to a single target...presumably by touching them with its bullets or clawed feet.

Highly Experimental Shield Generator "H.E.S.G." (Somebody really needs to work on that acronym): +Int/3 to Resistance due to Alan gradually starting to understand how to refine the damned thing/Learning how to use what he already has better)
Level 2: This item is now bound

Level 3: This item now provides +Int/2 to Resistance due to Alan's tendency to tinker with things whenever it is appropriate to do so finally paying off.

Mastery of the Matrix: Alan can attempt to hack into most, if not all electronic devices in his proximity as long as they have a WiFi connection, and he can directly plug his cyberdeck into anything that doesn't have one. This allows him to roll twice for a single hacking related roll, although it has a two round cooldown after it triggers.

 

Docwagon Medkit: Alan uses his not very extensive medical knowledge and the depressingly limited amount of medical supplies he carries with him to heal a single target by [Int] health

While everyone else was busy shooting at a swiftly approaching missile that was unfortunately still far away enough from them to be a really small and hard to hit target. Alan decided to do what any reasonable person would do and charge straight towards an active combat zone while he yelled out "RUN FOR YOUR LIVES" (and towards the wounded party members) in a hopefully not vain attempt to get out of missile range...and he quietly thanked the fact that the only drone he could be bothered to bring into this fight was waiting somewhere in said active combat zone.

 

Alan runs towards relative safety and away from the air strike like a reasonable person would, and also hopefully taking him close enough to Vitor to apply some healing to the man via a medkit.

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For just a moment, Nader stood there and breathed deeply -- fighting, punching, and then successfully killing a horrible semi-koala-beast-razor-mouth-monster brought its own little rush and ebb of adrenaline (and, behind his mask, a wild grin: that's the power of FORENIA, baby!), but he WAS still in active combat after all, so he straightened himself and began noisily running towards the cart, to go help out with pushing it lest the mad bomber blow the thing to Jannah. There was one soldier left, but his little popgun wasn't much of a threat to Nader, and it looked like he was under control anyway.

 

The tiny plates on his palms making clink sounds as they made contact with the edge of the cart, Nader dug his feet into the badlands ground, gripped tightly (in case whatever the hell was going on with the ground tripped him up), and pushed.

Nader pushes the payload!

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Team Derelict Assault:

Thanks to her Eternal Arms Mastery, Lucine is able to bulls-eye the missile before it hits!  It detonates harmlessly in the air.  The remaining Talon agents fail to reappear.  Combat is over!  Feel free to investigate the derelict.

 

Team Pipeline Repair:

Sha'Tith roasts the remaining Talon soldier.  Junkrat has apparently decided that discretion is the better part of not getting another limb blown off by Nader, because he flies away by surfing on explosions.  Somehow.

 

Freya reanimates the following: 

Spoiler

Dystoan Drop Bear
Str:  14

Dex:  0

Int:  0

Syn:  0

Ess:  0

Cons:  14

Res:  0

 

HP:  48

 

Abilities:

Pounce (level 4):  The drop bear makes a strength check against the target's strength, and on a success Pins them.  Pinned enemies can only use actions on themselves or the drop bear, and cannot leave combat.  The drop bear cannot miss them with actions.  Should somebody else try to use actions on anyone participating in a pin, the attack has a 50% chance to hit the other being in the pin.  The drop bear can only pin 2 people at once.  If the drop bear is forced to move, the pin ends.  The drop bear cannot pin things larger than it is.

 

Rend (level 4, passive):  The drop bear deals 2d6 + strength damage at the beginning of its turns to anyone it has pinned.

 

Claw Strike (level 2):  The drop bear claws target enemy for 3d6 + strength damage.

 

Drop Bear (level 2):  The drop bear automatically wins opposed checks if its victim is unaware of its presence.

 

Stealthy Approach (level 1):  If the drop bear has not acted this combat, it will hide from enemies, becoming impossible to detect without superhuman senses.

 

 

The pipeline repair team is now free to do whatever.  Hopefully starting with repairing that pipeline.

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