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[IC] TotM DC; Borderlands Subplot: Pandora's Box


Projeck

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Upon pressing the button, despite the written warning, which at first nothing happens inside of the pod. After a moment, the pod jolts in several directions, causing some severe dizziness. Eventually it jerks forward, and you can feels the skin on your faces (Except for Ena) peel back to the point of hurting. After a few moments, the speed stops, and you jerk forward in your seats, stopped by the seatbelts from flying forward to the front of the pod.

 

Below you, a barren-looking and rocky planet slowly turns. It's clearly has an atmosphere, so that's relieving, as your pods are currently bee-lining it for the surface, with no obvious controls aboard. Out in space, you spot absolutely colossal-sized 'H,' with a shining sphere in the middle of the shape. It looks menacingly upon the planet, as if plotting something.

 

Your attention is quickly broken as the pods pierce into the atmosphere, flames quickly finding its way to the sides of the pods. Moments later, your pods strike the earth, surprisingly softly, considering you're still alive without a parachute. The doors fly off, colliding with each other in mid air. It's now, that the two groups lock eyes, appearing at the same time, presumably for the same purpose. And that purpose-

 

Gunshots ring out in the distance, and it's now that you see a bunch of half-naked men running around with masks on, lifting axes in the air in the air screaming about gods-know-what. A few basic wooden structures and ramps are in the distance as well, with a giant bonfire ablaze amidst the structures. The figures are gathered around the fire, and on the accompanying structures. Above the fire, on a giant wooden stick going across the fire, are three figures. One massive, hairless dog looking creature with various spikes spouting out of its skin, a giant bird of some kind, and a smallish humanoid rat type individual? It's tail moves furiously as it struggles against the ropes tying it to the cooking stick.

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Freya

 

Freya herself had, more or less, had the same exact experience as everyone else in the pod. However, when she stood up to finally leave, instead of simply walking out, she literally stumbled out of the pod before falling flat on her face, her eyes practically in a spiral motion. For a few seconds, Freya laid there, mumbling about something to do with "flying", before lifting her head to see the other group. With a groan, the young Necromancer began to get back on her feet, dusting herself off as she leaned on her staff for support, nearly falling over again as she stood up, straightening her hat again, which had nearly fallen off from the fall, "Hey there- Oh god I'm never flying again, that was hell..." she said, going to comment about the fact that they had the same pod before gunshots rang out, causing her to look to the side in confusion... Only to see a bunch of guys in masks running around and speaking utter nonsense. 

 

The confusion was clear on Freya's face as she began to look around, trying to understand what was happening, both due to the new surroundings and still being disoriented from the landing.

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Before the button press:

Tim turned to look at Freya and shook her hand in kind.

"I am Tim the Transmuter.  It's a pleasure to meet you as well, I just got here due to a transposer misalignment."

 

After the button press:

Tim pulled himself wearily out of the pod and stumbled out onto the ground.

"Never.  Again.  Never."

After a couples seconds to pull himself together he looked in the direction of the shirtless screaming men.  He gave himself a few more seconds to process what they actually were then leaned toward Freya to say something.

"Those guys look crazy to me.  Do they look crazy to you?  Just gotta make sure I'm not the crazy one."

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Ena stepped out of the pod, entirely uneffected of course by any dizziness, and surveyed the terrain. She locked onto the screaming men, as they seemed threatening in demeanor, if not so much in their armament. She also overheard what this Tim was saying.

 

"I, for one, agree that they appear to have some form of mental problem, yes. That's based entirely upon information given about my home world by my creator, but they do seem rather crazy."

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"No, they don't look very. . . friendly." She was going to say "sane," but some vestige of manners seemed to have kicked in. Still, she roughly grabbed Opal out of the air - to some amount of protest, but no struggle - and slotted in two cards, preparing to Install Herakles and Include Scathach. 

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Tim turned towards Vitor.

"What is an 'Australia'? and if it looks like this why would you go there on purpose?"

As he spoke he opened one half of his robe and started poke through the needless number of pockets inside, he pulled out several rings and a dull grey amulet strung on an equally dull chain.

Seemingly satisfied he put the assorted wears on. 

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Stellio's blade was already out by the time he'd exited the pod. Dark eyes focused on the screaming savages from an even darker visor, as the knight expanded his senses and found precisely what he'd been hoping for- Mana. Just as abundant here as it had been in the wasteland. He wasted now time attuning himself to the flow of the world, subtley trapping some of the energy into a small reservoir of power like a sieve panning for gold. Moments later, his blade was alight with black flames... 

      "I do believe it is what they called the land we originally were dumped in" He interjected as he kept vigilance over the tribals "And we didn't particularly end up there by choice. More like our benefactors seemed convinced it was the best place to toss us after their briefing. Regardless, we solved the issues that realm faced, at least partially, and now, here we find ourselves, in yet another wasteland. Almost makes one wonder, will most other worlds we'll encounter look like dusty shite as well?"

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Lilly rubs her face, but otherwise doesn't seem disoriented at all.
Honestly seeing the planet from so high up had been quite an experience.

 

Then she notes the people from the other pod and the ruckus from all the people which the others seem to conclude are not sane

"Ok what now? Who are you guys, and why are we here?"
She sounds exasperated.
She seems getting a little tired of all this.

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Freya

 

Freya seemed to think for a second as Ena gave her response to Tim, then shrugged herself, "Yeah, they seem a bit crazy" She replied. Kind of hard to not be a bit wrong in the head if you're running around half naked, wearing a mask, and shouting random gibberish. Then, hearing the voice of Lilly, she turned, straightening her hat again and giving her best welcoming smile, despite still being a bit dizzy from the landing,

 

"Well, I'm Freya, pleasure to meet you by the way, and these are my partners-slash-comrades-slash-... Friends? My opinion at least. And we're here to..." Freya began, pausing for a few seconds to remember what Claptrap had said on that recording spell, "Uh... Right, solve a little Bandit problem! Which... Give me a second-" she added, turning away from Lilly to address the group she personally knew, pointing at the people running around, "Do you guys think that these guys are the Bandits we're supposed to be helping take care of?"

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"That does appear to be the case, yes. The thing they're eating doesn't appear human, or at least fully so. That probably doesn't matter though. And if they're consuming something unintelligent, this should give us a chance to understand them a little better. Since they do appear to be rather crazy." Ena stated after Vitor and Tim had finished. She then began a steady, slow, walk towards the campsite, hands at her sides, and a slight smile displayed in green lights on her faceplate, in order to appear less threatening. She walked slowly to give others time to protest, and recommend alternate courses of action.

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At Vitor's reply, Freya opens her mouth to say something, then shrugs, "Fair enough, probably bandits" she said, then begins walking after Ena, keeping her pace roughly even with the robot. It doesn't seem like she has her complaints about this plan, and considering she was walking with her normal air of confidence, she was all for the plan of walking up.

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As the group approached, one of the masked men took notice. He screamed to the top of his lungs, a terrifying war cry, "LOOK BOYS, IT'S SOME FRESH MEAT! AHAHAHAHAHA!," before charging at the group, some of the others following suit. As this happens, somehow the humanoid rat breaks free from its ropes, hands going for it's weapons. Several voices ring out from the crowd. "TIME TO POUND SOME MEATPUPPIES! YES, YES YES, IT'S DINNER TIME! MORE, MORE MEAT FOR ME!"

 

Initiative:

Spoiler

Average Dex: 3

 

???: 8
???: 8
Psychos: 4
Vitor: 4
Lilly: 2
Freya: 2
Lucine: 2
Tim: 2
Ena: 1
Law: 1
Stellio: 0
Stellio: 0

 

Status:

Spoiler

Allies-

Vitor: 28/28

Lilly: 24/24

Freya: 20/20

Lucine: 24/24

Tim: 26/26

Ena: 36/36

Law: 22/22

Stellio: 28/28 

 

Enemies- 

4 Psycho Axemen, Healthy

4 Psycho Clubbers, Healthy

???, Healthy

 

Edited by Projeck
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Tim looks over the charging horde of men, then glances down at his ring.  After coming to some decision he takes a step back, reaches into one of his pockets to pull out a large red-tinted lens.  the lens begins vibrating with a soft hum as he pours power into it.

"This is going to take a second to charge up, but I should be able to wipe a couple people off the map with it."

 

Tim charges his Hyperkinetic lens, he boosts the charge rate by spending 4 EMC(energy).  Current effect and damage: [Int]*3 damage.

 

Loadout:

Spoiler

Actions:

-Actives:
 

Archangel’s Smite: A silver ring depicting an arrow and skull.

Fire up to [Int]/2 arrows that deal 1d8+[Int] damage each, cooldown 1, costs 2 EMC per arrow.

 

Gem of Eternal Density: A dull grey gem that attracts simple matter into itself.

Can be used to absorb up to [Int]/2 meters^3 of low EMC material such as “generic earth”, “generic sand”, “generic stone”, or “generic gravel”, and add equivalent EMC to your Philosopher's stone.

Level 2: Now up to [Int].

 

-Passives:

 

Energetic Conversion: When you take damage refill your Klein Star equal to the amount of damage taken(after % reduction, Res, etc.).

 

-Trumps:

 

Hyperkinetic Lens: Charge for any number of moves(minimum of two), each move charged the user may activate an extra effect, then spend one move and 16 EMC(energy) to activate the effect dealing [Int]*2 damage per turn charged + extra effects to one target, usable once per encounter.

Level 2: Pay 4 EMC(energy) to add [Int] damage, repeatable.

Level 3: Pay 16 EMC(matter) damage becomes Pure(by merit of being a slug of extra dimensional matter), single use.

Level 4: May charge and fire with the same move.

Level 5: Pay X*4 EMC(energy) then divide the final damage among X targets, single use.

 

Equipment:

 

Name: Klein Star: Zwei

Type: Passive/Active

Description: A small golden sphere that releases faint wisps of grey energy.

Special Qualities:

-Charging: Focusing on the Klein Star(spending a move) restores [Int]/2 EMC.

-Battery II:Holds up to 48 EMC(energy) to be spent fueling actions, starts each combat full.

-Bound

 

Edited by StormLord
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Loadout

Spoiler

Stellio
28/28 HP

6/32 MP

0/200 TP 


Essence: 5 
Constitution: 4 
Dexterity: 0 
Intelligence: 6 
Resistance: 14
Strength: 6
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: 7/7

 

Actives (2)

Diablo's Needle- "Devil of the abyss, ye power hath thrusted onto me; Thrust instead through my sworn enemy!" A home made spell created by stellio, it operates by firing several needles of dark mana to peirce the flesh of his foes. What it lacks in raw power, it makes up for in the number of strikes... potentially. [Cost 5 MP, Dark Element. Launches 4 attacks which deal 1 pure damage each. These attacks can either be focus on the same target, or split among several.] 

 

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 (3)

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 always has a minimum of 2 moves in combat, rather than 1. This ability is not eligible for any upgrade.] 
 

Rampart Aura- Stellio seems to radiate a stalwart aura of a defender in battle, forcing foes to face him in open combat before they can advance further to strike at his allies [Enemies cannot attack Stelios's Allies until they take at least one hit from Stellio. They can however, force Stellio to attack them once as a free action, taking damage equal to the formula of Stellio's currently equipped weapon, and nullifying the effects of this passive on them for the rest of the battle. If Stellio has no currently equipped weapon, the damage enemies take defaults to 2d6+Str] 


Ogre's Feast- The power of the abyss can rejuvenate those who were born in it, molded by it... but sometimes, it requires a debt to be paid. A debt that can only be paid in blood.

~Current Effects~[Stellio has 25% Lifesteal, with a minimum of 1hp regained per instance of damage he deals]

 

Trumps

 

Tricks

 

Equipment (2)

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 5d8+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~[Bound. Grants +11 Res]

 

The black knight wastes no time as he rushes ahead of the others, and by the time the battle has begun, he radiates a stalwart aura as the Psychotic locals charge in... little do any of them know, striking his allies will not be a painless task. Black flames still radiate from his blade, as an even darker aura begins to coat his body, and condenses into his finger tips before firing into the crowd of assailants. Lances of horrid black energy single out one poor fool in particular... the one Stellio has already marked for death.

 

 

 

Moves

I. Stellio spends 5mp to cast Diablo's Needle, focusing all it's shots on a single Psycho Axeman!

(Diablo's Needle launches 4 ranged strikes that deal 1 pure damage each. Stellio regains 25% of the damage dealt when he attacks, with a minimum of 1hp restored {4 Attacks=4 HP recovered}. Stellio Gains +1 Str and Ess everytime he deals or takes damage {4 attacks=+4 Str and Ess}, and gains TP equal to {Damage dealt/received+Ess}->30 TP after all 4 hits have landed. The Psycho Axeman he attacks will be released from the limits of "Rampart Aura" {see loadout} for the rest of the battle.)

II. Stellio will then hack away at that same Psycho Axeman with the Headsman!

(The Headsman deals {5d8+Str(10)} dark/slashing damage; with a 30% chance to inflict "Dark Adverse", making the target take 1.3x more damage from dark-element for the next 3 turns. Stellio regains 25% of the damage dealt when he attacks, with a minimum of 1hp restored. Stellio Gains +1 Str and Ess everytime he deals or takes damage, and gains TP equal to {Damage dealt/received+Ess(10)}.)

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"Huh. It seems they want to eat you all?" Ena asked. She knew what cannibals were, and these people did fit the description. . . "I don't see how they possibly could." If they were overwhelmed by a group of primitive savages, that would be incredibly disappointing. They would need to defend themselves of course, with prejudice. Obviously these people were intent on eating Ena's new comrades, and that must be prevented.

 

Ena pulls out her DMR, and takes a shot at one of the psychotic axemen. Deals 2d6+INT damage, with a 2*INT (16) % chance to deal double damage, ignoring armor. Also has a +6 to perception checks, and ranged damage.

 

Spoiler

HP: 20+2xCON=36

Moves: 1

 

Stats: (21)

Essence: 0

Constitution: 3+2+2+2=8

Dexterity: 1

Intelligence: 8

Resistance: (11)x1.75+7=26

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 "Continuum Investigator".

 

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

 

Slots: 6

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.

Level 2: Adds 2d3 for each status or debuff

Level 3: 1d8 now.

 

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

 

Leverage: Through advanced computational software, Ena is capable of applying force in an optimized manner. Ena has +3 STR in combat and when it is being considered for checks.

 

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

Level 4:+1 more to each

Level 5: +1 more to each (for a total of +6 to each currently)

 

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. Soulbound.

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). Soulbound

Level 2: +2 RES

Level 3: +2 RES

 

1 Overwatch-issue DRM:  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.

Level 2: 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% (Used one merit to integrate this trick into the weapon?)

 

 

 

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Freya

 

Freya herself waves at the horde of psychotic men, seemingly oblivious to the fact that they were obviously violent and insane, "Hello there! We don't mean to threaten you but we're worried you might... Be people that... Eat... Other....... People... Dammit, nevermind" she eventually said, her greeting falling as they yelled about dinnertime. With an audible sigh, she lifted her free hand, snapping her fingers as she tapped the ground with her staff, black tendrils sinking into the floor to cause the ground to rise up again to take these psychos down. Being eaten alive was not something she wanted to feel happen and come back from. At the same time, a portal opens up a fair distance behind the group, dropping in her Bear from earlier, who immediately stealthes himself, keeping to the sidelines of the fight in wait.

 

Freya uses her Personal Little Zombie world to summon her Drop Bear, keeping him from acting so he remains stealthed. Since summoning with her Zombie World is a free action, she uses Natural Requiem to summon (8)*4 Zombies to her aid, who then charge/shamble towards the Psychos, each attacking the Psycho Clubbers, each of them dealing 1d2+2 damage each.

 

Spoiler

Slots: 5/5

 

Relevant Perks

 

Death’s Lock
“Oh noooo, I’m deaaaad, blegh.”
Through planning ahead (or just preparing a spell ahead of time), Freya can survive death once, coming back to life after the turn is over with half her health. However, after being used, Freya must reset the spell, which takes an hour of work to complete.

 

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.

 

Passives

 

Freya's Personal Little Zombie World: Freya, after learning about the fact that multiple universes exist, whipped up a spell to help abuse that fact, managing to create her own little dimension that she chooses to store her creations in. Freya can store (Syn+Int) zombies into this place at any point in time, and merely creates portals to let them out.
Level 2: Freya can now equip this in combat, which lets her summon a minion as a free action if Freya has an open action slot.
Level 3: Freya's Personal Little Zombie World now considers undead within it to be alive, so long as they are in there.  Undead are capable of training and growing within this pocket space, so long as their false-living needs are taken care of.

 

Trumps

 

Natural Requiem: Freya infuses powerful necromancy into nearby soil, causing it to temporarily return to what it once was, spawning undead made of the ground itself. Freya summons Syn*4 zombies made from material in the ground around her, which are grouped into one. Freya then rolls 1d4, which is the health of each zombie. Each zombie can attack for 1d2 damage each. Usable once per encounter.
Level 2: Only 15 zombies can die from a single damage source

Level 3: Each zombie can attack for 1d2+Syn/4 damage

 

Equipment

 

Black Stick of Death: Freya’s large, special staff, which is… Not that special, only being made from black wood and being about as long as Freya is tall. However, the top does open up a bit, revealing a small glass bowl fused into the wood that Freya uses for certain spells. When equipped, Freya gains +3 Essence when using Necromancy, and can use the Black Stick of Death as an attack, which deals 1d6+Syn damage.

Level 2: As it turns out, Freya has molded little rat skeletons into the bottom of her staff, which can be used to let the staff follow Freya while keeping her hands full. She generally doesn’t show this off to much people, but it is something. The Black Stick of Death does not take up an action slot to use.
Level 3: The Staff has begun to store the life energy from those that die around Freya, creating purple roses that sprout from the staff every encounter, equal to the number of people that die. These roses have many crafting uses, though they vary depending on the life energy stored within them.

Level 4: By using a lung, bladder, and a portal (don't ask how she got the lung and bladder), Freya can now store 1-10 Gallons of blood in a small pocket dimension and use it for Blood Rituals.

 

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.

 

Freya's wittle Drop Bear

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.

 

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"T-these stupid bandits, I-I'm sick of dealing with them, I'll help you guys out!.."

 

"Can someone help me use this?.."

 

Law whips out the Peacemaker from some unknown pocket.  It's larger than he is, and  he seems to be struggling with it.

 

Loadout

Spoiler

Total Slots: 6
 

(Level 3) Precursor Multitool: A Heavy Egg shaped ball of metal, engraved with Precursor Script reading something along the lines of "Do-All", it can transform into almost any solid object, and imitate many solid objects if they do not have moving parts, or if the parts are provided.  It never changes in weight, a solid 10 Kilograms.
(Gear Level 1): Can transform into anything within reason using a Craft Roll, it cannot have moving parts, but may include objects in it's form while reshaping.

(Merit Level 2): It is indestructible, but will revert to egg form if it's absolute upper limits are reached.  Bound.

(Perk Level 3): The user may craft with this item, no matter the circumstances, and never receives penalties to crafting with it.

 

(Level 2) Precursor 'Traveler's Tails' Garb: A Light form fitting robe that is hydrophobic, and everything else phobic, It's extreme comfort and durability make status effects flow off of it like water.

(Gear Level 1): +3 RES While worn.
(Merit Level 2): +2 to resist Elemental Effects, Cannot be stained or torn.  Bound.
 

(Level 2) Peacemaker: An utterly Massive gun that fires crackling orbs of electricity and Dark Eco.  It's so big, the user can't even fire it alone.

(Gear Level 1): Deal 2d6+Dex Damage.
(Merit Level 2): This weapon now deals 4d6+Syn(+Ally's Attacking Stat), but it takes two people to fire, and is considered to have been fired by both people for effects.  Bound.


(Level 2) Scanstave: A bronze staff with floating rings that hang above it.  When waved over an object, the rings fill with glowing blue runes.

(Merit Level 1): The user focuses on a target in their vicinity and tries to gain a relevant piece of information regarding it, such as its function, properties, etc. this action does not require a check roll for success, only a quality roll to determine the amount and quality of the information obtained.  Limited 5 uses per encounter.  Bound
(Merit Level 2): This item can now interface with any machinery or magic, giving a list of options that can be fiddled with. Options available are limited by a Quality Roll, can only be used by spending a charge.

 

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"I will," Lucine said, in a coldly detached, mechanical voice. It seemed she'd given control over to Opal and the previously-referenced combat routines at some point during the shouting. Now, though, she was in her magical girl outfit (something rather at odds with her demeanor;) Opal was held in one hand, the pair of cannons apparently just stuck together, leaving the other free to assist the rodent-like individual with his cannon. 

 

Help Law fire the Peacemaker, using SYN. 



 

Stats: 
  • Essence: 3
  • Constitution: 2
  • Dexterity: 2
  • Intelligence: 6
  • Resistance: 2
  • Strength: 1
  • Synergy: 11

 

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. 

Include: Scathach: Clones all projectiles fired.

 

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. 

 

 

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. 


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.

 

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.

 

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Spoiler

Vitor equips Gae Bolg, Marathon Runner, Ultimate Meter, Field Medicine, Passive Shielding, Sentry Turret, and Phantasmal Swap. 

Vitor uses his first action to place sentry turrets on Lucine and Law. He uses his second action to meet one of the axe psychos' charge and stab the murderous man with Gae Bolg.

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