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[IC] Trespassers:DC Hunt: "Hexen: Welcome to Hell"


StormLord

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As you step through the portal your entire body lurched as it was torn across dimensions and sent to this hellish place, and as you look around...a hellish place it was, the first thing to notice was that the air was filled with the smells of fire, brimstone, and rotting flesh.  Beneath you was a crudely made road of loose stones and gravel, behind you was a finely carved stone archway directly against the base of a large cliff which rose at least several hundred feet into the air, and all around as far as the eye could see was an endless graveyard.

The gravestones ranged from simple wooden crosses, to intricate carved stone monoliths, to engraved stone slabs.  The graves themselves also varied, some shallow with barely covered coffins, others crypt like, and still others were open pits of flame.

 

To the right leaning against a particularly sturdy stone gravemarker, was the man from moments before, now looking even more wounded and clearly in no fighting shape.

He was fiddling with a glass vial full of blue liquid on his belt, he was wavering and having trouble removing it.

 

Further down the road were two other men locked in deadly combat with two-headed beasts, ghost-like entities that threw fireballs, and great brown serpents who's spit melted holes in the ground.  One man wore a red rode and wielded a skull-topped staff that spewed fire and death, the other wore plate similar to the first man albeit of a lighter variety, he swung a greatsword that would emit waves of energy to tear apart foes.

 

Even as you watched more creatures made their way through the maze-like gravestones toward the party and wounded man, with the other two warriors distracted by a nigh endless tide of enemies, you alone stand between victory and defeat.

 

Theme:

Spoiler

 


((I will roll for init once everyone is ready.))

Edited by StormLord
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"I mean, it seems pretty obvious Calvera, we're in the demon realm... Or hell, depends on what you prefer. Anyways, I'd suggest you get ready for a fight, those guys don't look very friendly."
Arminius busies himself with summoning Piglet, might as well give her a chance to sign as much as he doubted her use.

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"Hold on one second." Kusuke reached down and grabbed the fallen man by the shoulder, and then exerted his drive, skipping him back a few moments to when he was hopefully less full of holes. "Better?" He didn't look at the man, though, focusing on the creatures and trying to see if they had any obvious weak points for him to exploit. "This is gonna be rough. . ." He wasn't exactly used to bringing in anything that wasn't humanoid.

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Arminius looks to Kusuke.

"Eh, demons tend to be inversely power to how common they are. And judging by how many there are we should do fine. I'm going to be very disappointed in everyone if we don't. That goes double for you Piglet!"
He turns to the minion as he says that, getting a shrug in response.

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Satomi could tell that she didn't have any time to waste from the moment she entered this place (which still wasn't Jigoku, but perhaps was something very close -- she could only hope that the Taint wasn't one of those similarities); the current fighters couldn't pay attention to all of the incoming oni, and even with her poor eyesight Satomi herself noticed that several of the Oni were coming their way. So while the others were doing their things, Satomi immediately crouched down and began to place a bolt box into her better crossbow, going through the difficult process of pushing the reload lever with enough force while not damaging it, while she still could.

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(14vs12)Kusuke manages to rewind the man a little further than a minute back in his timeline, any more and it might've left him in worse shape than he started in.

 

As soon a Kusuke finished the man gasped like someone who's head had been held underwater, he began speaking in a low weary voice, but far less desperate and exhausted than before.

"Yes, thank you.  I don't know who you are or where you're from, I just called a portal wherever I could."

Still wounded he began standing with the help a long silver staff held in his right hand, the top was a large cross set with rubies.  He pulled the crystal vial from his belt and drank it in a single swig before speaking more.

"My name is Parias, we have little time.  The minions of Korax, a world eating serpent-rider, are almost upon us.  If you would assist in repelling them that would be a great service."

 

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Satomi managed to finish loading her crossbow at that moment, and she picked it up off of the ground, aiming it in the direction of the approaching demons but waiting for the right time to strike, her elbow hovering near where her katana sat loose within its hilt. The man --Parias, his name was, evidently-- spoke, and Satomi nodded, both to herself and to everyone else. Right. Previous events may have tested her resolve, but not this. No, this, fighting horrible oni to save the world, that was what she was born to do, the Duty of her clan, and thusly her Duty itself more than anything else. This was so similar to that that despite the danger she felt that she was on familiar ground, for once.

 

"I will aid you." It was a short, simple, affirmation, but Satomi didn't need to go on about this. It was the tenet of bushido, Sincerity -- for a samurai, saying ought to be doing. There was no need to add additional pledges, or to talk on and on -- there was a battle, and she would battle.

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Jun walks inside of the scene just a scant few moments after everyone else had entered, and she warily eyed the strange and obviously demonic creatures that were heading towards the group with a rather worrying amount of speed. Quietly noting how the creatures seemed to have an odd combination of natural pathfinding skills and an inability to just climb over the gravestones, she swiftly took her plasma sword out of its scabbard and activated its magenta blade. "We wouldn't have come here if we didn't want to help".

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Lucille and her beasts walked in after most of the others, staying relatively quiet as she adjusted to the new surroundings. The place was completely foreign to her, both in the sounds that grated on her ears in the distance and the sights Do took in as he panned his head about. The stench of death and hot decay was nigh sickening, the heat was definitely unnatural, and even the pressure felt almost oppressively amplified.

 

What caught most of her attention however, were the two headed beasts and great serpents locked in combat further down the path, and the yet more closing in. keeping an ear on the conversation the others were having, she took out her own staff and expanded it to full length, estimating the distance between them and some of the more... hostile sounds approaching.

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Prior to jumping through an unknown portal, Harry had responded to Lucille. "It's fine. Just remember, I'm giving ideas, and it's fine if they won't work. Mainly brainstorming. But that's for later. It seems there's a job to be done."

 

"Huh. Never thought they got the old picture of Hell right." Harry muttered as he arrived. He wouldn't be much use in a fight, so he got settled near the arch, preparing to do his job for those who would be fighting.

 

"Some kind of potion, there Parias? Nevermind. So all you need right now is for us to help repel those things? I'm not much in a fight, but count me in."

Edited by Strider
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Parias looked over at Arminius.

"It is believed that he and his serpent are one and the same, it is speculation though as none have gazed upon his true form and survived as anything less than a twisted shell."

He nods at Harry's statement.

"A Crystal Vial, a very powerful healing potion created and used by the Legion, Arcanum, and Church."

As he spoke several of his visible wounds had stopped bleeding an began closing up, including what seemed to be an acid burn on his upped left leg.

 

Parias walked forward to the middle of the pathway and looked out to where the other men were fighting.

He planted his staff in the ground and began rubbing his hands together, within moments they were shrouded in flames and as he slowly separated them a great wall of fire rose between the two men and the hoard of monsters they where fighting.

"Brothers!  Help has arrived!"

As he shouted this down the road the two men started running to meet up with the party.

 

Within seconds the monsters had broken through the wall of flame, and others had almost fully surrounded the party where the stood.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

The monsters stand around you, with masses of large two headed beast in the front, vile serpents flanking them, and demonic ghost-like entities floating through the sky.

Several stone gravemarkers light themselves ablaze with a black and green fire.

 

Goal: Defeat the Monsters!

(Don't forget your loadouts.)


Init:

Spoiler

Average Dex = 3

 

10 Baratus

9 Jun

8 Brown Chaos Serpents(x7)

7 Kusuke

7 lucille

7 Baratus

6 Jun

5 Satomi

5 Brown Chaos Serpents(x7)

5 Kusuke

4 Daedolon

4 Piglet

4 Lucille

4 Baratus

3 Lilly/Ador

3 Jun

2 Parias

2 Arminius

2 Rievers(x5)

2 Soma

2 Kusuke

1 Harry

1 Mirri

1 Ettins(x15)

1 Baratus

1 Kusuke

0 Calvera

 

Status:

Spoiler

Baratus: Lightly Wounded

Daedolon: Lightly Wounded

Parias: Lightly Wounded

 

Jun: Healthy

Kusuke: Healthy

Lucille: Healthy

Satomi: Healthy

Arminius: Healthy

Piglet: Healthy

Lilly/Ador: Healthy

Soma: Healthy

Harry: Healthy

Mirri: Healthy

Calvera: Healthy

 

Brown Chaos Serpents(x7): Healthy

Reivers(x5): Healthy

Ettins(x15): Healthy

 

Stone Gravemarkers: ???

 

Theme:

 

Spoiler

 

 

Edited by StormLord
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Loadout

Spoiler

(GEAR) Tinfoil Armor: The user has a suit of armor made from highly extrapolated tinfoil, making it incredibly dense and durable.

Level 1: The user gains 3 RES while this is equipped.

 

(GEAR) Rapier Gun: This Ornate Rapier has a gun stock welded to it's pommel, and it's point has been sharpened considerably.

Level 1: This weapon may make a basic melee attack for 1d6+Str Damage, but when paired with an enhancing effect, it instead deals 2d6+Syn.

 

(GEAR) (CONSUMABLE) Bag of Needles: This Sack of 10 needles looks dangerous...

Level 1: Add 1 Damage per hit to an action for one turn per needle used.  If a needle is used, it is lost.  When this item runs out of needles, it disappears.

 

Stormfront: The user throws a handful of debris in the air, before extrapolating them, deal 1d2 damage an amount of times equal to the user's Syn, divided among all targets.  Cannot be used in areas lacking debris.

 

(Trick) Bend: The user extrapolates a homogenous substance, creating a supply of it themselves.
Level 1: Replace this skill with a level 1 Copy of an enemy Skill which uses a homogenous energy or matter, such as raw elements or simplistic substances.  3 Turn Cooldown after the skill ceaces function.

 

Whenever Soma uses this action to copy another action (not whenever the copied action is fired), roll 1d6.

If the result is even, Soma's personality becomes far more inclined toward chivalrous, lawful good-style actions.

If the result is odd, Soma's personality becomes far more inclined towards actions in line with the energy copied's properties (ie fire makes you short-tempered and aggressive, light makes it hard to focus on things for long, etc).
 

Soma can hold a copied action for as long as she wants (continuing to suffer the mental side effects until she chooses to release the energy).
Soma can turn the copied action into a permanent part of her arsenal, but this makes the associated mental changes permanent."

 

Soma uses Stormfront, enhancing it's damage with the remainder of her Needles.

(Deal 8d2 Damage, split among all targets.  All targets hit take an additional 10 damage from Bag of Needles)

 

Grabbing a handful of rocks and her sack of needles, she throws them towards the enemy, before growing the cloud of debris into a storm of boulders, jagged stone, and razor sharp needles stretching several meters in length.

 

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"Expensive, I'm guessing?" Harry didn't wait for a response. Nothing to do quite yet, since no one was seriously injured, so Harry drew his knife, holding it defensively, attempting to slash at any beast that might come near.

 

Harry uses both of his turns to slash at Reivers with his knife. Deals 2d6+STR(3) damage, with an Int*2% (20) to crit.

Spoiler

HP: (Con*2)+20=38+6=46
Moves: Equal to your Dex, minus the average Dex of this Encounter.  Minimum 2.

Essence: 1

Constitution: 10

Dexterity: 1

Intelligence:  8 (x1.25)->10 (+3 on wounded)

Resistance:  3 (+5)

Strength:  3

Synergy: 1


Perks:

Prodigy: Harry's INT is treated as boosted by 25%.

Advanced Biotechnology: Harry regains 10% MHP per turn.

Applied Knowledge: When Harry tends to someone else's wounds, he regains half the HP he healed for them.

 

Flaw:

Combat Surgeon's a dangerous job: For one round after healing an ally with a single target heal, Harry is hit with a copy of all attacks that hit that ally.

 

Slots: 6

 

Slap on Bandaid and call it good enough: Heals one target by 1d4+INT

Disinfect: Remove all statuses from a chosen target. 2 turn cooldown.

 

(Consumable) Fundamental Misunderstanding of Xenobiology: This item does not take up a slot, and is forcibly equipped. while equipped. next useage of a Healing action instead deals damage when used on a non-human. This item is consumed when activated.

 

Speedy Prognosis: Harry gets one extra turn per combat round. Nonupgradeable, and cannot be duplicated.

 

Bone Reinforcement: Harry has +3 MHP, this passive doesn't take up a slot.

Level 2: Now +6.

 

Wolftech Kevlar Polymer Synthesis Heavy Ballistic Infantry Combat Armor: Grants +5 RES, but at a -2 STR penalty.

Level 2 (merit): This armor no longer has a penalty.

 

Carbide Survival Tool: Basically a Bowie knife with a decent number of other small tools stored in the handle. Deals 2d6+STR damage, with an INT*2% chance to crit for double damage.

 

D'Arnet's Modern Military Medical Procedures Digital: Whenever Harry is faced with a problem he is having difficulty with, he consults this eleven thousand page book on his compad, where there are clear and concise instructions for unusual situations, with even speculative ideas about Xenobiology. It even contains an advanced human being analogue program, used for field tutorials and for estimating the effects of chemicals on human physiology. Harry may be brilliant, but even he needs a compilation of all the knowledge he can get. Grants +3 to INT when treating wounded.

 

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Loadout/Status

Spoiler

Lucille 

 

28/28 HP

10/14 Bonds

 

Essence: 7 
Constitution: 4 
Dexterity: 7 
Intelligence: 13
Resistance: 7
Strength: 0 
Synergy: 0 

Relevant Perks

Grand Thaumist: [When Lucille casts a thaumaturgical Spell/Ritual, the numerical effects of said spell/ritual are boosted by 1.3x]

Beast Heart: [Lucille has a number of "Bonds" equal to her Essence*2. These "Bonds" can be expended to bind living, non-sapient beasts/monsters and turn them into companions under her control. Binding beasts requires Lucille to spend her action forming a Bond with them, at which point a number of bonds equal to ½ the Beast's Int will be expended, with a minimum requirement of 1. If Lucille doesn't have enough open Bonds available to satisfy this cost, the binding fails. The bonds expended on them will be restored to Lucille upon either the Creature being reduced to zero hp in battle and dying, or by her dismissing them, which may be done at any time as a free action. Bound Beasts who are dismissed will never turn hostile towards Lucille or her companions unless attacked after the fact. Bound Beasts have Stats and Actions identical to their normal counterparts, and act simultaneously with Lucille during her turns.]

Slots: 7/7

 

Actives (1)

Edge of Silence- Lucille utters an incantation, causing a harmonic resonance in Animus and producing a Wonder within the Physical Realm: Sound itself condenses and twists into a winding blade that seeks out and slices whatever has earned Lucille's Ire.

~Current Effects~ [Active. Thaumaturgical Spell. Launches 2 attacks that deal (1d3+Int) sonic damage each, these attacks ignore Damage Reductions, but Damage Immunities still apply. They may both be aimed either at the same, or different targets.] (boosted by Grand Thaumist Perk) 

 

Passives (1)

Uncanny Senses- Lucille has spent her entire life missing her sight, but her taste, smell, touch, hearing, and other senses have all been amplified in order to compensate. Though she cannot see, she actually has a far greater situational awareness than most sighted people, and is more than capable of functioning effectively in dangerous situations... [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 (1)

Sanctuary (Trump)- Lucille, through muscle memory and automatic writing, draws a runic circle on the ground, before triggering it's activation and causing a resonance in Animus, producing a Wonder within the Physical Realm: anyone standing within the boundaries of the circle is sheltered from hostility, but cannot make quarrels either while they remain inside. [Thaumaturgical Ritual. Creates a Runic Diagram that produces a protected space of shimmering light. Any entity standing within the boundaries of this area will have any hostile actions made against them nullified, but will also be unable to use any hostile actions themselves. This Circle lasts for Int/2 Turns, and requires an action in order to Enter or Leave it. Lucille may specify upon it's creation  whether she will be inside or outside of the boundary, as well as who she will allow to enter and leave the boundary; by default All allies are able to come and go as they wish unless explicitly deemed otherwise. Once per Encounter Cooldown.] (boosted by Grand Thaumist Perk) 

 

Tricks

 

Equipment (4)

Quartz Staff: An ornately carved walking staff bearing a Quartz crystal embedded into it's top. The processes by which Thaumaturgy are performed are often boosted by crystals, as their orderly, repetitive structures help to amplify the ripples a Thaumaturge attempts to make on the Animus Plane. Though more intended as a tool, it can still serve as an improvised weapon

~Current Effects~ [Bound. Deals 2d6+Dex Damage. When casting a Thaumaturgical Spell/Ritual, the user has the option to use this Staff as a focus medium, boosting the spell/ritual's effect by an additional Int. This effect can only be activated once per Turn.] 


Cervidae Armor: Armor that has been made by taking leather and attaching resin-dipped, overlapping bone plates on top of it in order to protect vital areas of the upper body. Comes with a antlered skull helm, both for protecting the head and concealing the face. Despite being made from bone, several factors result in it giving far more protection than one would assume, such as the biology of Beasts the bones were gathered from, and the special resin treatment they have undergone to harden their surface even further

~Current Effect~ [Bound. Grants +5 Res while equipped.] 
 

Healing Kazoo: A Metal Kazoo painted a bright metallic color. The special root in it's paper vibrates with a healing tone.

~Current Effects~ [Bound. When used, restores (6d5)% of the target's Max HP.]

 

Galdur Salve: Several sturdy, ceramic jars containing salve that Lucille created via Alchemy, named after the primary ingredient used- a root which she has come to know well for it's healing properties. The medicine works far faster than normal first aid, thanks to the nature of it's creation. [Restores 30% of Max HP when used. 2/5 remaining. Can be given to, or used on, an ally at a cost of 1] 

 

Beasts

I- Lucille casts Sanctuary, keeping herself outside of it's Boundaries! Allies are allowed to come and go as they please, Enemies are not allowed to enter!

(Creates a safe space lasting {int[13]/2}*1.3-> 9 Turns. Those inside this space can't be affected by hostile actions, but also can't use hostile actions. Only authorized units may enter/leave the space, spending an action to do so.)

II- Lucille attempts to Bind 1 of the Brown Chaos Serpents!

(If the target is a non-sapient beast/monster, expends a number of bonds equal to 1/2 it's Int to turn it into a companion under Lucille's Control. 10/14 Bonds left)

III- Lucille casts Edge of Silence; both hits will target the Ettins! She uses her staff as a focusing medium!

(Launches 2 attacks dealing {1d3+Int[13]}*1.3 damage each; Ignores damage reductions, but not immunities. Staff Bonus will add +Int[13] to the damage of each hit)

 

Do and Astra fell back behind some nearby tombstones at Lucille's command, taking shelter until such time as she called to them. Meanwhile the girl closed her eyes, concentrated, and went to work almost immediately. She launched in an incantation that to any onlooker would've been utterly incomprehensible- not because the words she spoke sounded foreign or alien, but rather because with each syllable the escaped her lips, there wasn't audible sound, but rather a boundless surge of vibrations that seemed to hammer away at the fabric of reality, so strong they could be felt in the bodies of any standing close to her. Whatever she was doing however, soon a sigil began to expand within the party's vicinity, quickly growing until it had reached it's full size of a couple meters in diameter, and Lucille stopped her chanting. The moment she did, the Cat and Dragon both darted inside the Sanctuary's boundaries.

    "If any of you get too injured to keep fighting, fall back to the circle!" she called to the others. She did not wait for a response however, before she turned her attention on the large serpent beasts from earlier...

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Loadout [6/6]



HP: 24
Base Moves: 9
 
Stats: (21/21)
 
Essence: 4
Constitution: 2
Dexterity: 9
Intelligence: 7
Resistance: 2+4
Strength: 2
Synergy: 1
Perks:
Weirdness Censor: The Ambassador has a Dex*2 chance of dodging an attack by simply causing the attacker to suddenly be overwhelmed by the ambassador's darting movements and increasingly incomprehensible appearance that they just mentally file the Ambassador as somebody else's problem.
Beyond the Veil: Grants the perk backed action "Void of Incomprehensibility".

 

Actions:
-Actives

(Perk backed) Void of Incomprehensibility: The Ambassador can choose to over charge his personal field of chaos to the point where absolutely anything can be used to distract others enough to trigger mass change blindness and cause him to effectively disappear and become unable to become the target of any single target actions. Rather unfortunately every single time the ambassador does something extremely noticeable (For example, attacking an opponent or being the target of an AOE attack) he must make an opposed check to stay in stealth, and he takes a malus for every single success. He can choose to immediately end the stealth effect at will, and this ability can only be used once per encounter.
Level 2: Jun now gains a +3 to the first opposed check to remain hidden

Level 3: This action is now treated as being a First Strike action

Level 4: This action is now usable twice per encounter, but the second time it is used Jun must succeed on an opposed DexvInt check against the enemy closest in the initiative order to the move Jun uses to reactivate this action. Jun rolls twice for his roll and uses the lowest result.

 

A.G.I.L.E. system: The Ambassador's power armor comes equipped with the ability to climb up walls and "fly" in short bursts when inside a planet with Earthlike gravity, he can choose to temporarily overcharge this system and add his Intelligence to his Dexterity or Strength stat for two rounds. Three round cooldown.

Level 2: Two round cooldown

Level 3: The amount buffed is now Intx1.2 to Strength or Dexterity

Level 4: The amount buffed is now Intx1.4 to Strength or Dexterity

 

(Trick) Extra Attack: Once per round when you make a basic weapon attack against a target you may follow up with an additional basic weapon attack against the same target as a free action.

 

MS-MUN3 Plasma Blade: A basket hilted plasma sword with the ability to quickly retract and extend it's bright red plasma blade in the blink of an eye. The fact that the plasma streaming out of the hilt actually follows the hilt when you swing it and remains in the shape and form of a blade is a small miracle of science. The fact that it only deals 2d6+Dex damage with the damage being treated as fire damage is...disappointing to say the least. The Ambassador can change the color of the blade by simply fiddling around with the settings, but he really doesn't see the point in doing it that often...it is mostly meant for ceremonial purposes after all.

Level 2: This weapon is now Bound

Level 3: This weapon now deals 3d6+Dex damage

Level 4: This weapon now deals 4d6+Dex damage

Level 5: This weapon now ignores damage immunities

Level 6: This weapon now deals 4d6+(Dex*1.2) damage.


R.O.L.L. Defense System: The durable suit of power armor has been designed in such a way that lets blows glance off the user if they were fast enough to get out of the way, adding +Dex/3 to their resistance stat rounded down.

Level 2: This item is now bound

Level 3: This item now grants +Dex/2 to Resistance.

Crafting Roll Upgrade I: This item now has a 10% chance to grant a bonus of +1 Dexterity

 

Ambush Hunter: By exploiting a target's complete and utter inability to react to his presence quickly enough the Ambassador can deal an additional 1d4+Int damage when he attacks a target that was already attacked this round or if the Ambassador currently has Void of Incomprehensibility up, in which case it also grants him first strike.
Level 2: This ability now adds 2d4+Int damage

Level 3: This ability now adds 3d4+Int damage

Level 4: This ability now adds 3d4+(Int*1.2) damage.

 

Jun almost immediately charged forward to support Harry's efforts by cutting into the rievers with her plasma sword three times. Before she uses her last action to activate her A.G.I.L.E. system.

 

Actions used



Move 1: Attack the Rievers with the MS-MUN3 plasma blade and deal 4d6+Dex*1.2 damage

Extra attack: Make a second attack with the MS-MUN3 plasma blade on the Riever to deal 4d6+Dex*1.2+3d4+Int*1.2 if Ambush hunter triggers.

Move 2: Make a third attack on the Riever with the MS-MUN3 plasma blade to deal 4d6+Dex*1.2+3d4+Int*1.2 damage again.

Move 3: Use A.G.I.L.E. system to boost own Dexterity by Int*1.4 for two rounds.

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Calvera stood tall, taking in a deep breath. She crouched, charging up an attack, before sending out a massive wave of fire out in all directions as she casts Solar Flare!

 

With her second action ((given by a passive)), she casts Sun Boil on a Reiver!

 

Loadout:

 

Spoiler

 

Perks:

By The Stars-  Whenever Calvera would gain Syn without spending merit, they instead gain 1 More.

 

Radioactive By Heart- RX Calvera, being a dying star, is highly radioactive. This allows her to use her own HP to boost her attacks. +[SYN/8] (rounded up) Damage per 1 HP spent.

 

Actions (6 action slots):

-Actives

Solar Flare- Sends out a massive wave of heat, hitting all enemies in the area.

-(Level 1) 1d6 + SYN Damage. Enemies make a SYN vs RES contested check to take [SYN/4]d3 fire damage for 3 turns. Cooldown: 3 turns.

-(Level 2) 2d6 + SYN Damage. Enemies make a SYN vs RES contested check to take [SYN/4]d3 fire damage for 3 turns. Cooldown: 3 turns.

-(Level 3) 3d6 + SYN Damage. Enemies make a SYN vs RES contested check to take [SYN/4]d3 fire damage for 3 turns. Cooldown: 3 turns.

-(Level 4) 3d6 + SYN Damage. Enemies make a SYN vs RES contested check to take [SYN/4]d3 fire damage for 3 turns. Cooldown: 2 turns.


Sun Boil- A bolt of fire flies out to hit a target.

-(Level 1) Deals 2d6 + SYN damage.

-(Level 2) Deals 3d6 + SYN damage.

 

-Passives

Flare Up- When RX Calvera goes below 50% HP, she enters her Solar Form. 

-(Level 1) Grants her double SYN for 2 turns.

 

Faster- Calvera has learned to move her body properly, given time to adjust to it.

-(Level 1) +1 move every turn

 

Size Matters (Trick)- RX Calvera gets a bonus to her SYN in combat.

-(Level 1) +10% SYN
 

-Trumps

Neutron- RX Calvera brightens, and turns white, shrinking to the size of a grain of sand. Afterwards, she expands as she fires out a giant beam of x-ray radiation.

-(Level 1) For 1 turn, she is untargetable. At the end of that 1 turn, she deals [SYN*3] damage to a given target. Must be in Solar Form. Once per encounter.

 

 

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Satomi, much like she had during the situation with Lung, immediately took in the situation; she had been trained in tactics to some extent and had the intelligence to make use of it; it would be a very poor idea not to take stock of things and decide the best course of action. They faced three types of enemies: gigantic two-headed ogre-like beasts, serpent oni, and what looked more like gaki. Satomi didn't know that she could do much to monsters as solid looking as the two-headed ogres, and she wasn't sure she could even harm the gaki-like monsters, but perhaps it would bear testing to see what she could do against the serpents.

 

Satomi didn't presently have much of an issue throwing herself into the attention of these monsters, either -- having tested her new armor, she knew that it was far tougher than it really had a right to be, and if she wasn't getting hit it would be someone else anyway. Satomi hardly intended to be keeping herself out of danger at others' expense, and though she didn't expect to be totally invulnerable, she figured that she had a better chance of dealing with being attacked than some of the others.

 

So she slung her crossbow against her back, where it lightly knocked against her other, and put her hand on the hilt of her katana. Running towards one of the serpents with a shout, she proceeded to draw it and strike fluidly in one movement. The Rokugani art of iaijutsu, striking with the draw, an art used in dueling first and foremost, but not one useless for combat. It could be blindingly fast if practiced... and though she was no master, Satomi certainly had practiced in case the day came some Scorpion dog tried to send her the way of her mother.

 

Satomi uses Iaijutsu Strike on one of the serpents!

 

Loadout:

Spoiler

Daisho: A set of two swords (a katana and a shorter wakizashi) carried by absolutely any Samurai at all times, the Daisho is a mark of the Samurai's noble class and honor. 2d6+STR damage, when upgrading the weapon Satomi can choose a different effect for each sword (Katana and Wakizashi) for each level, but must choose only one of these swords to wield in combat at the beginning of each encounter.

 

Perfection Crossbow: A mechanical, spring-powered repeating crossbow that is capable of renocking itself after every shot without having to pull a lever -- at the expense of being ridiculously hard to initially load. It is also incredibly lightweight, but that makes it fragile and exacerbates the reloading issues. This item does not take up a slot, skills which target gear for destruction automatically succeed against this item.

Level 1: Deal 2d6+Dex Damage. The user may instead deal 6d6+Dex Damage, but must spend 3 turns reloading afterwards

 

Time Sandwich Samurai Armor (Level 2): These rectangular plates of samurai armor (on Satomi's thighs, shoulders, and chest) have been modified, with usage of the metal resulting from the bay explosion making the armor extremely difficult to pierce without sustained effort -- damage only sticks on one of the phases of the timeshifting metal.

Level 1: +3 RES when equipped.

Level 2: +4 further RES when equipped.

 

Iaijutsu Strike: Satomi performs a strike from the Rokugani art of Iaijutsu, drawing and striking with her sword in one lightning-fast movement. This does the damage of the weapon she is using, but First Strike. If she is using a weapon that merely enhances damage, this deals 2d6+STR.

 

Fend Off: The Kaiu aren't meant to be the ones doing the gruntwork of holding the wall, but sometimes they have to defend it anyway. Satomi harasses her opponent and generally makes attacking difficult for them, lowering their primary attack stat by her DEX for a round. 2 turn cooldown.

 

Shitty-Looking Crossbow: Honestly, this thing looks completely awful. It's a crossbow made from a plank of wood that has been painstakingly carved, split, and segmented together into a crossbow, with aluminum hacked from a golf club for the metal pieces, and plastic-bag plastic wrapped tightly into a string that will need to be replaced. It works, though. 1d6+DEX damage, but must be repaired at the end of every combat.

 

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Loadout:

Spoiler

Mirri brings Lightsaber Duelist, Quickswapping, Meditate on the Lost, Blaster Volley, Riot Shield, and I Have a Bad Feeling About This.

 

Mirri smoothly steps into the Sanctuary, and slides a hand down to her belt of broken lightsabers.  There, she stokes her righteous fury and resolve to protect, gaining a +6 bonus to her synergy (for a total of 11 synergy) for the next 3 rounds.  Meditate on the Lost goes on cooldown for 6 rounds.

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"Come on Harry, that's no way to use a knife! Stab the fuckers!"

Arminius inspires Harry

 

"Hey lady, could I borrow that uh... crossbow you have there?"

Piglet asks politely for Satomi's shitty crossbow.

 

Arminius and Piglet

Spoiler

-Actives
Inspire: Improve an ally’s morale giving them +½ essence to Str for a turn.

More Inspirational: Inspire lasts for an additional turn.
 

Mourner's Ice: Arminius forcibly grabs some of the opponent's soul and takes it for himself. This reduces the opponent's Essence by 1 for the encounter and gives Arminius an essence piece of a type that depends on the person he took it from.


Barbed Wit: Viciously mock an enemy, dealing 1d4+Intelligence damage. Blocked by Essence
 
-Passives


Minion, help!: When Arminius is below half health, his Minions gain +½ Essence Res.
 
-Trumps
Mass Inspire: Improves all ally’s Morale giving them +½ essence to Str for 5 turns. Usable once per plot.

Churchill's Counterpart: Also improves the RES of allies.
 
Equipment:

AK47: Deal 1d12 damage, split among 10-Dex enemy targets, minimum 1.

 

 

Perks:

First Generation Tinker "Personal Transportation": The user gains a Blueprint every time they gain a point of merit, based on the encounter. Blueprints are reusable items that can be used to create Tinkertech Items, which are higher quality than normal, and have very predictable results.

 

Piglet 

Actions:

-Passives
Vehicular Genius: The user never makes checks when repairing or operating items they have made, unless it is forced by an outside effect.

DK: The user can begin Drifting when operating any vehicle, while active, everyone in the vehicle has 20% Dodge Chance, but a 25% Miss Chance.

Drugs are Good, Mkay?: Whenever the user is afflicted by any mental status effect, their Int increases by 5.

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LOADOUT

Spoiler

(mend) (level 2) Mending breath:  the user heals three targets for SYN healing. [exhaustion 2]


(rending explosion) (level 2) breath of annihilation: the user chooses up to three targets. Dealing (2d6+SYN)/number of targets pure damage  [exhaustion 3]

Vocal voice: The user imbues their words with their honest feelings and intent, so that all creatures may understand them, to the best of their capacity. Allowing the user to negotiate and talk with all living beings with a mind. However, unlike the psychic form of voice of the heart, this form is one way, and the user does not get response back aside from the actions and body language of those they communicate with. The user cannot believably lie or deceive while using this ability. The success of this action is based on GM discression and the users ESS. This action does not have an exhaustion value.

 

-Level two: When initiating this move on an attacking, or trouble causing animal or monster, Lilly gives the beast pause, as she bids them to stop.

 

(perk backed) Familiar union: Lilly and Ador fuse pooling their stats, HP, and actions. Along with altering or replacing some of their actions. Or if they are already fused, they split. It takes a turn to preform either action and this move may not be used in quick succession, requiring 4 turns of cooldown. When splitting, hp is divided between them as equally as possible.   [exhaustion 2]

 

(Trick) Lightball: The user fires a ball of magic, which explodes into light and force. (Level 1) Deal 1d6+Syn Damage [Exhaustion 1]

 

(perk backed) Voice of heart: lilly attempts communicates with a target entity, and get it to do something, such as flee, turn sides, or make a deal. This works on humans, animals, and monsters alike. Though animals and animalistic creatures are easier to manage, due to their simper desires. The success of this action is based on GM discrission and is usually resolved through roleplay. This action may take multiple turns and Lilly may be subject to penalties while using it. The user's Essence Stat is used to help determine this skill's effectiveness. Once per battle.
 

       voice level 2: When initiating voice of the heart on an attacking, or trouble causing animal or monster, Lilly gives the beast pause, as she bids them to stop.

 

     Voice level 3: when using voice of the heart, Lilly can sense any attempt at deceit, barring certain rare individuals and circumstances. but by the same token she herself cannot believably lie or deceive while using voice.

 

   Crystal tipped spear: a smooth wooden spear tipped with a shed shimmering crystal. It does not take up an action slot, and deals SYN damage when used. The use of this weapon does not cause exhaustion.

 Time to get started.
There where to many of these monsters to hold a conversation with them all at once. They would have to make do with vocal imbuement.

     "ENOUGH! Creatures hear our words! Killing these people will accomplish nothing, nor will you survive the attempt. Cease fighting and allow use to talk to you!"

 

All living beings present "feel" the words and understand the emotion within them, like its humming in there bones and soul. The intent passes into all that hear them and is understood regardless of language or mental ability. The union does not desire to kill the creatures, and would rather resolve things peacefully. but they would fight if necessary.

 

Union uses Vocal voice

Edited by Endlessblaze
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