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[IC] TotMV:G^2: Clash of Fate: beginning/end (Group C)


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Friedhold:

 

Stats:

Con:4, Dex:2, Int:12, Str:4, Syn:8, Eve: 6/8, ADAM: 20.

 

Active Cooldowns:
What's a Cooldown?


Effects:

Gains 2 Eve every turn,

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

 

Friedhold took a step back as the "man" they had been fighting twisted inwards upon himself and transformed into this...thing.  He cursed under his breath and the Little Sister ducked back into cover.  Whatever this was its knack for random and haphazard mutation was offensive, it reminded him of some of the more careless ADAM scientists in Rapture, leaving masses of twisted flesh and wasted experiments in their wakes.

"Your skill is lacking and your mutations inferior.  You will die by your failure to adapt."

 

Friedhold donates to the Orbital Friendship Cannon adding 2d6+[Int] and paying two(2) ADAM to add Empowered Insect Swarm's effect, setting all dice rolls to max. 

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"5...4...3...2" Mornings Arrow's count down almost finished before Gilgamesh transformed into Tiamat. "My Lady readings have changed do you wish to proceed as planned?" Mornings Arrow chimed to Bridgett. "Yeah lets continue but lets also use that," Bridgett said with a bit of a smile. "Are you sure My Lady? It is very dangerous." Morning's Arrow chimed once more. "I know the risks so activate it." Bridgett said as she tightened her grip on Morning's Arrow "Very well....reconfiguring connection to Linker Core....removing first layer of seals.....Activating Einherjar Mode level 1...." Morning's arrow chimed as the collection of magical energy that has been collecting by Bridgett suddenly grew larger. "Continuing Valkyrie Breaker count down......3....2...1 fire when ready My Lady." "Right let go Valkyrie Breaker launch!!" Bridgett called out as she  slammed her device into the collection of energy sending it into the group of enemies where it exploded upon impact.

 

Bridgett Enters Einherjar Mode Level 1.

Einherjar Mode: A experimental mode that grants Bridgett's spells more power as she releases its restraints, but due to its experimental nature it causes extreme strain on her body. Can be activated and deactivated as a free action. each level increase is also a free action on a separate turn after initial activation.  Each level carries the effect of the previous levels with it. initial Activation cost 20% of Bridgett's max hp and cost another 20% at the end of each turn after. The cost increase with each level increase. 

 

Level 1: Increase damage dealt by her attacks by 25%. Costs 20% of max Hp each turn after activation.

 

And fires Valkyrie Breaker at Timmat, Lesser lahmu D, the Greater Lahmu and the Bel Lahmu. dealing 4d4+3d8+45% to each of them.

 

Valkyrie Breaker: A wide area bombardment spell that deals 2[WD] damage to 4 targets. Requires 1 turn of charge before firing. Each turn passed adds 1d8 to the total roll. has a cooldown of 3 turns. Can use 4 cartridges to ignore the turn of charge.

 

Bridgett stuff to remember

Spoiler

Base Stats: 
Strength: 3
Dexterity: 6
Intelligence: 3
Constitution: 7
Synergy: 12

 

Barrier Jacket: Grants a pool of 24 HP. For every hit, 4 points of net damage will be subtracted from this pool instead of the wearer. 3 Turns after being reduced to 0 HP, the pool will fully replenish. Bridgett's barrier jacket, a light blue dress with silver gauntlets, and boots. It has a short white coat over her shoulders that go to about the middle of her back.

Free Action: Heal the user for the HP of the pool, and reduce the pool's HP to 0. Bridgett reworks the wards of her Barrier Jacket, recovering her health.

Passive: Once per encounter, when an attack would otherwise reduce the wearer to 0 HP, negate that attack, and reduce the pool's HP to 0. All benefits of this item are lost until the pool replenishes. Bridgett purges her Barrier Jacket, negating an incoming attack.

 

-Base Form: Grants a pool of 20 HP. For every hit, 4 points of net damage will be subtracted from this pool instead of the wearer. 3 Turns after being reduced to 0 HP, the pool will fully replenish.

-Craft Upgrade: Adds the following Free Action: "Heal the user for the HP of the pool, and reduce the pool's HP to 0."

-Craft Upgrade (Reactor Purge): Adds the following Passive: "Once per encounter, when an attack would otherwise reduce the wearer to 0 HP, negate that attack, and reduce the pool's HP to 0. All benefits of this item are lost until the pool replenishes."

-Craft Upgrade: Increase pool to 24 HP (20 -> 24)

Hurstwic Cooldown 2 turns remaining  

Magic Arrow Cooldown 1 turns remaining

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"There's not much strategy we can make about the big guy, except to attack and probe and see what it's got! But don't forget the smaller ones! We don't need some half dead enemies hitting us at a crucial moment when they could have been dealt with!"

 

Edmond tosses Stress Testing into the Orbital Friendship Cannon adding 2d6+INT (which is 11) to the pool, and adding the effect that after the strike, the next attack to Tiamat/Gil will do 15% more damage. 5% reduction to physical projectile and stabbing damage. Heal 10% MHP per turn (6 HP).

Spoiler

Level: 5

HP: 65

Init: Equal to your DEX(2) score

Constitution: --7
Dexterity:--2
Intelligence:
.--11
Strength:
--5
Synergy:
--5

Perks:

  

Gambit: By sacrificing 25% MHP, Edmond gains another action during his turn.

 

Preemptory Bracing: Through being prepared for pain and injury, Edmond is able to lessen it. Thus, recoil damage from himself or allied effects on him is reduced by 30+Level/2% (Rounded down as usual)

 

Autoregeneration: Through a combination of genetic factors and automatic injectors in his power armor suit, Edmond can regenerate somewhat from damage. Heal 10% MHP every round.

 

 

 

Slots 7?:

Defend: Decrease incoming damage by 50% after other calculations for one round

 

Quick tune-up: Edmond performs a series of repairs on a mechanical ally. Heal 2d6+INT HP on an ally who can be considered mechanical.

Level 1: Heal a mechanical ally by 1d6+INT.

Level 2: Heal the mechanical entity by 2d6+INT

Level 3: Edmond counts as mechanical for this skill, due to personal knowledge of his power armor.

 

Stress testing: Edmond uses his engineering knowledge to strike stress points in enemy armor or bodies, causing damage that allies can capitalize on. Probably won't grant extra damage on stuff like blobs. Deal weapon damage and increase the damage of the next hit on the same enemy by 15%. 2 turn cooldown.

Level 1: Deal weapon damage and increase damage on next hit by 10%. 3 turn cooldown.

Level 2: Decrease cooldown to 2 turns

Level 3: Damage increase is now 15%.

 

Bird's Eye View: By calling out enemy attack patterns and apparent targets, Edmond may decrease incoming damage for two grounded allies by 20% for one turn. 1 turn cooldown.

Level 1: Decrease incoming damage for two grounded allies by 20% for one turn, 2 turn cooldown.

Level 2: 1 turn cooldown.

 

Individual Air Support: Edmond chooses one ally, and makes note of incoming threats to them for one round. If an enemy would deal damage to the ally, even one cloaked or invisible, Edmond will first launch a burst of suppressive fire at them, dealing the base damage from a range weapon he is using, and stunning the enemy for one round. 5 turn cooldown.

Level 1: Choose an ally, if an enemy would target them, attack, deal basic damage, and stun. 5 turn cooldown.

Level 2: Advanced Sensor Array: Edmond will still be able to attack enemies who are cloaked, invisible, or speedy in such a way that would normally prevent them from being targetted while they make their move.

 

Strenuous G-force (free action): This action modifies other actions. Edmond may sacrifice an amount of HP, and move at a spot in the init equal to his original init plus the amount of HP sacrificed. 1 turn cooldown.

Level 1: Sacrifice HP to move an amount up in the init equal to how much HP you sacrifice. 2 turn cooldown.

Level 2: 1 turn cooldown.

 

Name: Arc Welder

Description: A powerful plasma arc welder that can cut through most materials. Used to penetrate heavy armor. A small metal parabola protects the user from being blinded.

Deals 1d4+INT, and can be used to cut things or weld metal.

 

Name: Light Kevlar

Description: A woven kevlar vest, useful for stopping lower caliber bullets (or similar), knife thrusts, and resistant to mild heat.

Armor: Decrease incoming physical projectile and stabbing damage by 5%

 

 

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Venus (24/65)

 

The arrogant person had since transformed, something more fresh, more unusual, more...eldritch. It was a moment's respite and inspiration for the artist amidst his injuries, even under the awareness that the subject was of a massive threat to him and the group. And yet he couldn't help but marvel for a moment, before he eyed the final bullet in his gun, his tool of art, shivering in anticipation; and before him was the best target he'd likely could've asked for, one that he, admittedly, surely wouldn't mind if it would be his last. Perhaps his new form did look better to him; perhaps it was more befitting of him, his personality. But there was always room for improvement, even in the most perfect of things; perfection, after all, was never good enough, even for Venus.

 

Venus fires a highly empowered Artful Flourish at the Tiamat, dealing 4d4 + level(5)+ INT (17) + DEX/4 (1) + 12 damage that always critically strikes. 

 

 

 


Stats:

Strength: 1
Dexterity: 5
Intelligence: 10 (+7)
Constitution: 7
Synergy: 7


Cooldowns/ability usage: Petal Hail is placed on a two- turn cooldown and is reusable turn 6.  

Even Roses Have Thorns is placed on a three-turn cooldown and is reusable turn 7. 

Relevant combat perks:
Critical Strike (Inspiration): Venus has INT*2 critical strike chance on all damaging abilities, additively increased by Heart of the Rose. Total critical strike chance: 39%
Catharsis: Venus deals double damage to targets with 25% health or less.
Tetrastitch: Usage of different immediately damaging abilities consecutively increases Venus' damage up to a cap, rounded down. Current bonus: 12
Preparation: After performing four actions, Venus is rendered stunned/inactive for the next turn.

 

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  • 2 weeks later...

Loadout



Level: 5 (effective 7) 
HP: 93/93 
Init: +14 

Stats: 
Constitution: 9 
Dexterity: 8 
Intelligence: 15 (8+7) 
Strength: 3 
Synergy: 2 


Half-track:
HP: 52 
Stats: 7 
Actions: Gunner, Combat Engineer, Armor Plating, .50 cal. 
4 DR vs Piercing, Slashing, & Bludgeoning damage. 

Perks: 
M9 Half-track: Atton enters combat with a Half-track that has HP equal to [Int*LVL]/2, it comes crewed as needed, and has half as many (rounded up) action slots as Atton.  The Half-track can be loaded with actions or equipment from Atton or his allies(where applicable). Atton may spend his turn acting or commanding the Half-track, if the Half-track doesn’t receive orders it automatically takes the “Defend” action.  The Half-track shares the same Init as Atton, effects that modify its Init instead modify Atton’s. Actions and equipment being used by the Half-track are inaccessible until the end of combat if the Half-track is destroyed. The Half-track’s base stats are equal to Atton’s level across the board, plus any bonuses from equipment it might be using.  The Half-track reappears fully repaired any time the party would get a full HP restore. 

The Endless pursuit of Perfection: +1 Int per level. 
Inspirational Speechwork: Richard is able to use the action “Never Give up!” 
Proper Goddamn Food: The standard C and K Rations that Atton’s crew have had the displeasure of consuming for most of their military career are so fucking terrible, that the mere prospect of being able to survive long enough to return to base and eat a proper meal is enough to drive Atton and his crew to new heights. Atton's Level is considered 1.3x its normal value for the purpose of calculating everything but his AP and CT pools.   

 
(Flaw) No Plan survives first contact with the enemy: Richard is unwilling (or more likely unable) to use any support actions in the first round of combat, this includes using his basic defense, or any action that does not involve attacking and the first support action used has an additional round of cooldown. 

 

Actions: 18/18 
Slots: 
Atton: 7 
Half-track: 4 

Atton's actions: 
Perk Backed) Never Give Up!: “Richard stands upon the highest platform he could find, and raises his silver sword in such a way that catches the light, golden wings appear and Richard appears to be wearing a golden horned helmet for just a few moments, this causes anyone watching to suddenly feel inspired” 
Current: Heals 1d4+[Int]+[LVL] health to the entire group and removes one ailment, three round cooldown
Level 1: Heals [Int]+[LVL] health to the entire group, four round cooldown 
Level 2: Healing increased to 1d4+[Int]+[LVL]. 
Level 3: This ability now has a three round cooldown. 
Level 4: Now also removes one ailment from each ally. 

Battle Plans: “Richard analyzes the current situation and formulates a cunning plan, one that is so cunning that it has recently managed to become the professor of cunning studies in Harvard” 
Current: Boost the stat of choice of two targets by [LVL] for two rounds and reduces a cooldown of the targets’ choices by one, two round cooldown. 
Level 1: Boost the stat of choice of one target by [LVL] for two rounds, two round cooldown.
Level 2: Increases the amount of targets by one 
Level 3: Now also reduces a cooldown of the target’s choice by one. 

Entrenchment: Atton orders some of his squad to quickly dig an entrenched position...complete with a bunch of sandbags to form a chest high wall.
Current: Create a trench large enough for two allies. 
Level 1: An ally can choose to enter this trench as a free action, causing them to gain a 30% damage reduction against ranged attacks until they perform a non ranged action. 
Level 2: The entrenchment is now large enough for two allies.

Forward March!: “Richard attempts to convince a friendly target that they can, and will move faster than they usually would by using a short speech”
Current: Increase the Init of two targets by [Int]/2. 
Level 1: Increase the Init of one target by [Int]/2. 
Level 2: Increase the number of affected targets by one. 

That, is naught but a flesh wound: “Richard converses at length about how the friendly target can power through an injury that is affecting them” 
Current: Restore 1d4+[Int] HP to one target and cure one ailment.
Level 1: Restore 1d4+[Int] HP to one target. 
Level 2: Now also cures one ailment.

Banner of the 10th Regiment: A rather minimalistic banner depicting a symbol of a golden winged white cross and the words ‘10th Regiment’ written in stark white placed on a dark blue background that is held aloft on a sturdy metal pole. The sight of the banner flying freely (and a constant stream of motivational sayings) motivates Atton and his crew to move and act even faster.
Current: +6 Init 
Level 1: Boost Init by 3 points. 
Level 2: Init boost improved to +6. 
Level 3: A megaphone attached to the top of the banner grants Atton an additional +3 boost to initiative....if he spends a turn to activate it that is, as he decided to place the mouthpiece at the top of the banner for some inexplicable reason. 

M1 Garand: The standard issue firearm that pretty much every single WW2 American soldier on active duty has handled at some point in their life. It deals 1d4+Dex damage. 

Halftrack's actions: 
Combat Engineer: Specialist James Doherty is an almost constantly overworked Scottish man who prides himself in his ability to allow the squad’s M9 Half Track take a bigger load of punishment than it is used to without falling apart.
Current: 4 points of repair regen each round. 
Level 1: Grants 3 repair healing to the user at the start of each round while equipped. 
Level 2: +1 Regen each round. 

Gunner: Private Jesus Kaltenbrunner is a textbook example of how not all Germans who fought in world war 2 were evil, or misled by patriotism and promises of racial superiority into fighting for the Axis forces, as some of them were Jewish, German expatriates, immigrants, or just decided that the Axis forces could go stuff themselves. Rather unfortunately he is also a terrible shot with any non fully automatic weapon...but he is improving somewhat.
Level 1: Increase damage dealt with ranged weapons by 3. 

Armor Plating: 
Current: +4 DR vs Piercing, Slashing, & Bludgeoning damage.
Level 1: Reduce incoming Piercing, Slashing, and Bludgeoning damage by 3 points, reduce user’s Init by 6-[Str], only usable by vehicles. 
Level 2: Increase damage reduction by one point. 
  
.50 Cal: Atton orders the squad’s gunner to man the M2 Browning and open fire on the enemy’s position. 
Level 1: Deals 2d6+[Dex] damage to one target or 1d6+[Dex]/2 to three targets, only usable when equipped by the Half-track or Atton is in a stationary defensive position (Such as the one created by his Entrenchment action), one round cooldown. 

Richard uses That, is naught but a flesh wound on Venus, healing them by 1d4+22 intelligence and curing one of their ailments.
He also regains 4 HP this round due to his Combat Engineer passive.

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Ritsu [54/60]

 

Having returned to a proper condition, and with her chainsaw's potential at max, Ritsu exits the barrier and begins to chip down some of the lahmu that annoyed her earlier after seeing everyone else focusing on the larger boss.

 

Bleeding Blade on Lesser Lahmu A ( 4d4+10+1d4 damage and 2d4+5 bleed damage for 3 turns) 

 

Ritsu Stats

Spoiler

 

Ritsu Stats:

Constitution: 6
Dexterity: 4
Intelligence: 10 
Strength: 10 
Synergy: 0

 

Chainsaw damage currently at: 4d4+ STR(10) Cap

 

Equipped Gear for Action slots include:

Chainsaw (Weapon)

Red Eco Brace (Equipment)- adds 1d4 to melee attacks.

Precursor Mail (Armor)- 2 dr from elemental attacks

 

 

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Atton somehow inspires Venus enough to heal the mad artist by [24] points, his tendency to talk about the horrific probably playing to his favor.

 

The second Bel Lahmu is dead and probably should have been deleted from the initiative.

 

 

Bridgett unleashes a blast of FRIENDSHIP, dealing [32] damage to Tiamat, and one of each variety of Lahmu. The smallest of the beasts barely clings to life, sans the unnaturally human limb. The shell of the larger landlocked one seems to absorb some of the damage. 

 

The flying beast, though shaken by the magical assault and dragged downward by Friedhold, still skims the ground to strike the scientist twice in quick succession for [4] and [12] damage. 

 

Friedhold contributes some firepower to Alexandria.

 

Venus, instead of actually acknowledging the monsters literally chewing on his face, chooses instead to marvel at the beauty of the horrible mockery of the human form that was Tiamat, before firing a single shot in her direction. The beast doesn't react, but a fountain of a black something spurts from her side as she takes [92!] damage.

 

The monsters chewing on Venus's face continue to do so, dealing a total of [35] damage. 

 

Ritsu kills the fuck out of one of them, saving Venus's ankles. She also recovers the health she was supposed to last time she healed. 

 

The Greater Lahmu charges with a roar sounding more like manic laughter, surplus limbs clawing and snatching. Pulling its way free of the gravity well Friedhold threw, it strikes him for [16] damage, before flailing into Venus for [17]. 

 

Edmond adds his own expertise to the cannon.

 

Alexandria guards, probably wishing her teammates would stand behind the protective hexagons.

 

Initiative

 

Atton: 21
Bridgett: 11
Bel Lahmu A: 8

Friedhold:  8
Venus:  5
Lesser Lahmu: 5
Ritsu:  4
Greater Lahmu: 4
Edmond:  2
Alexandria:  The Worst

Tiamat: ?

Status

 

 


All: Slipping


Friedhold: 19/50 HP
Bridgett:  Healthy, Hurstwic (6 DR, 6 Regen, 1 turns remain)
Atton:  84/93 HP
Ritsu:  54/60 HP, Behind Barrier
Venus:  2/65 HP
Edmond:  50/65 HP
Alexandria:  Healthy, Barrier Deployed, Defending


Tiamat: Wounded, Insect Swarm (2 turns remain), Targeted for Friendship by Alexandria (67, bonus damage on next followup)
Lesser Lahmu A: chainsaw'd
Lesser Lahmu B: Near Death, Robotic
Lesser Lahmu C : Near Death, Battle Continuation, Robotic
Lesser Lahmu D : Near Death, Extra Limb
Lesser Lahmu E: Over there, and over there, and also over there
Greater Lahmu A: Bloodied, Bleeding (9 damage, 1 turns remain), Extra Teeth, Extra Limbs, Shell
Greater Lahmu B: A work of art
Bel Lahmu A: Bloodied, Battle Continuation, Extra Limbs
Bel Lahmu B: Exploded
 

 

 
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Friedhold:

 

Stats:

Con:4, Dex:2, Int:12, Str:4, Syn:8, Eve: 8/8, ADAM: 18.

 

Active Cooldowns:
What's a Cooldown?


Effects:

Gains 2 Eve every turn,

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

 

"Someone push that madman behind cover before he dies admiring his own sick handiwork!"

Friedhold huffed and wheezed as he looked down at his own bleeding wounds, given what he was about to do he supposed he wasn't all *that* far removed from the madman after all.

Another silky black pearl, weighing on the fabric of space, he threw it towards the mass of twisted monsters attempting to gut him and the others.

"Die damn you!"

 

Friedhold uses Gravity Well on All the remaining Lahmu and Tiamat(if able) dealing 5d6 damage to each with a 50% chance to knock them prone interrupting them.  This costs 4 Eve.

 

Spoiler

Equipment/Tricks(1)

 

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

+6 MHP.

Level 2: No longer requires an action slot.

Level 3: +2 MHP.

Level 4: +2 MHP.(total +10)

 

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

Restore [Syn]/2 Eve, usable once per combat.

Level 2: Usable as a free action.

 

Actions(6):

 

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

Deals 3d6+[Int] electric damage, costs 3 Eve.

Electro Bolt II: Affected targets make a [Con] vs [Int] save, on failed save target is stunned.

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

 

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

Reduces agro significantly and enemies can't target you, costs 2 Eve to start the effect and disables Eve regeneration for its duration.

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

 

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

A single target is swarmed taking 2d4 poison damage each turn for [Int]/2 turns, costs 4 Eve, may only have one swarm at a time.

Insect Swarm II: Now uses d6s.

Insect Swarm III: +1 die. (3d6 for 6 turns)
Empowered Insect Swarm: All dice rolls are taken as their max values, costs 4 Adam.

 

Radiance: A burst of healing light, learned from a specific spider-goddess.

Restore 2d6+[Int] HP to one target, costs 3 Eve.

Radiance II: +[Syn]/2 healing.

Empowered Radiance: Heal two targets instead of one, costs 4 Adam.

 

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

One target becomes stunned and three become knocked prone, costs 2 Eve.

Empowered Undertow: Double effect, costs 4 Adam.

 

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

Choose a point, all nearby inanimate objects and up to 6 enemies are sucked into a vortex created at that point and dealt 1d6 damage for each other object of reasonable size caught in the vortex, enemies caught in the vortex have a 50% chance to become knocked prone, costs 4 Eve.

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

 

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Venus (2/65)

 

Venus is incapable of taking any action this turn due to the effects of Preparation, as, bearing with his wounds, and with some brief satisfaction of the shot he had just fired despite the grave risk, rushes to take any form of cover while doing his best to reload his gun for another round of (hopefully) non-suicidal fire.

 



Stats:

Strength: 1
Dexterity: 5
Intelligence: 10 (+7)
Constitution: 7
Synergy: 7


Cooldowns/ability usage: Petal Hail is placed on a two- turn cooldown and is reusable turn 6.  

Even Roses Have Thorns is placed on a three-turn cooldown and is reusable turn 7. 

Relevant combat perks:
Critical Strike (Inspiration): Venus has INT*2 critical strike chance on all damaging abilities, additively increased by Heart of the Rose. Total critical strike chance: 39%
Catharsis: Venus deals double damage to targets with 25% health or less.
Tetrastitch: Usage of different immediately damaging abilities consecutively increases Venus' damage up to a cap, rounded down. Current bonus: 8
Preparation: After performing four actions, Venus is rendered stunned/inactive for the next turn.

 

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"Giving him some cover! Atton, give him some help if you can!"

 

Edmond uses Individual Air Support to protect Venus, hitting the first enemy that would attack Venus with a basic attack (1d4+INT=1d4+11 damage) and a stun, 5 turn cooldown.

 

Use Strenuous G-Force (free action) to make the previous attack happen at the 10 spot in the init, at the cost of 8 HP, reduced to 5 HP by Preemptory Bracing.

 

5% reduction to physical projectile and stabbing damage. Heal 10% MHP per turn (6 HP).

Spoiler

Level: 5

HP: 65

Init: Equal to your DEX(2) score

Constitution: --7
Dexterity:--2
Intelligence:
.--11
Strength:
--5
Synergy:
--5

Perks:

  

Gambit: By sacrificing 25% MHP, Edmond gains another action during his turn.

 

Preemptory Bracing: Through being prepared for pain and injury, Edmond is able to lessen it. Thus, recoil damage from himself or allied effects on him is reduced by 30+Level/2% (Rounded down as usual)

 

Autoregeneration: Through a combination of genetic factors and automatic injectors in his power armor suit, Edmond can regenerate somewhat from damage. Heal 10% MHP every round.

 

 

 

Slots 7?:

Defend: Decrease incoming damage by 50% after other calculations for one round

 

Quick tune-up: Edmond performs a series of repairs on a mechanical ally. Heal 2d6+INT HP on an ally who can be considered mechanical.

Level 1: Heal a mechanical ally by 1d6+INT.

Level 2: Heal the mechanical entity by 2d6+INT

Level 3: Edmond counts as mechanical for this skill, due to personal knowledge of his power armor.

 

Stress testing: Edmond uses his engineering knowledge to strike stress points in enemy armor or bodies, causing damage that allies can capitalize on. Probably won't grant extra damage on stuff like blobs. Deal weapon damage and increase the damage of the next hit on the same enemy by 15%. 2 turn cooldown.

Level 1: Deal weapon damage and increase damage on next hit by 10%. 3 turn cooldown.

Level 2: Decrease cooldown to 2 turns

Level 3: Damage increase is now 15%.

 

Bird's Eye View: By calling out enemy attack patterns and apparent targets, Edmond may decrease incoming damage for two grounded allies by 20% for one turn. 1 turn cooldown.

Level 1: Decrease incoming damage for two grounded allies by 20% for one turn, 2 turn cooldown.

Level 2: 1 turn cooldown.

 

Individual Air Support: Edmond chooses one ally, and makes note of incoming threats to them for one round. If an enemy would deal damage to the ally, even one cloaked or invisible, Edmond will first launch a burst of suppressive fire at them, dealing the base damage from a range weapon he is using, and stunning the enemy for one round. 5 turn cooldown.

Level 1: Choose an ally, if an enemy would target them, attack, deal basic damage, and stun. 5 turn cooldown.

Level 2: Advanced Sensor Array: Edmond will still be able to attack enemies who are cloaked, invisible, or speedy in such a way that would normally prevent them from being targetted while they make their move. 

 

Strenuous G-force (free action): This action modifies other actions. Edmond may sacrifice an amount of HP, and move at a spot in the init equal to his original init plus the amount of HP sacrificed. 1 turn cooldown.

Level 1: Sacrifice HP to move an amount up in the init equal to how much HP you sacrifice. 2 turn cooldown.

Level 2: 1 turn cooldown.

 

Name: Arc Welder

Description: A powerful plasma arc welder that can cut through most materials. Used to penetrate heavy armor. A small metal parabola protects the user from being blinded.

Deals 1d4+INT, and can be used to cut things or weld metal.

 

Name: Light Kevlar

Description: A woven kevlar vest, useful for stopping lower caliber bullets (or similar), knife thrusts, and resistant to mild heat.

Armor: Decrease incoming physical projectile and stabbing damage by 5%

 

 

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Loadout

(Post Theme)

 

 


Level: 5 (effective 7) 
HP: 93/93 
Init: +14 

Stats: 
Constitution: 9 
Dexterity: 8 
Intelligence: 15 (8+7) 
Strength: 3 
Synergy: 2 


Half-track:
HP: 52 
Stats: 7 
Actions: Gunner, Combat Engineer, Armor Plating, .50 cal. 
4 DR vs Piercing, Slashing, & Bludgeoning damage. 

Perks: 
M9 Half-track: Atton enters combat with a Half-track that has HP equal to [Int*LVL]/2, it comes crewed as needed, and has half as many (rounded up) action slots as Atton.  The Half-track can be loaded with actions or equipment from Atton or his allies(where applicable). Atton may spend his turn acting or commanding the Half-track, if the Half-track doesn’t receive orders it automatically takes the “Defend” action.  The Half-track shares the same Init as Atton, effects that modify its Init instead modify Atton’s. Actions and equipment being used by the Half-track are inaccessible until the end of combat if the Half-track is destroyed. The Half-track’s base stats are equal to Atton’s level across the board, plus any bonuses from equipment it might be using.  The Half-track reappears fully repaired any time the party would get a full HP restore. 

The Endless pursuit of Perfection: +1 Int per level. 
Inspirational Speechwork: Richard is able to use the action “Never Give up!” 
Proper Goddamn Food: The standard C and K Rations that Atton’s crew have had the displeasure of consuming for most of their military career are so fucking terrible, that the mere prospect of being able to survive long enough to return to base and eat a proper meal is enough to drive Atton and his crew to new heights. Atton's Level is considered 1.3x its normal value for the purpose of calculating everything but his AP and CT pools.   

 
(Flaw) No Plan survives first contact with the enemy: Richard is unwilling (or more likely unable) to use any support actions in the first round of combat, this includes using his basic defense, or any action that does not involve attacking and the first support action used has an additional round of cooldown. 

 

Actions: 18/18 
Slots: 
Atton: 7 
Half-track: 4 

Atton's actions: 
Perk Backed) Never Give Up!: “Richard stands upon the highest platform he could find, and raises his silver sword in such a way that catches the light, golden wings appear and Richard appears to be wearing a golden horned helmet for just a few moments, this causes anyone watching to suddenly feel inspired” 
Current: Heals 1d4+[Int]+[LVL] health to the entire group and removes one ailment, three round cooldown
Level 1: Heals [Int]+[LVL] health to the entire group, four round cooldown 
Level 2: Healing increased to 1d4+[Int]+[LVL]. 
Level 3: This ability now has a three round cooldown. 
Level 4: Now also removes one ailment from each ally. 

Battle Plans: “Richard analyzes the current situation and formulates a cunning plan, one that is so cunning that it has recently managed to become the professor of cunning studies in Harvard” 
Current: Boost the stat of choice of two targets by [LVL] for two rounds and reduces a cooldown of the targets’ choices by one, two round cooldown. 
Level 1: Boost the stat of choice of one target by [LVL] for two rounds, two round cooldown.
Level 2: Increases the amount of targets by one 
Level 3: Now also reduces a cooldown of the target’s choice by one. 

Entrenchment: Atton orders some of his squad to quickly dig an entrenched position...complete with a bunch of sandbags to form a chest high wall.
Current: Create a trench large enough for two allies. 
Level 1: An ally can choose to enter this trench as a free action, causing them to gain a 30% damage reduction against ranged attacks until they perform a non ranged action. 
Level 2: The entrenchment is now large enough for two allies.

Forward March!: “Richard attempts to convince a friendly target that they can, and will move faster than they usually would by using a short speech”
Current: Increase the Init of two targets by [Int]/2. 
Level 1: Increase the Init of one target by [Int]/2. 
Level 2: Increase the number of affected targets by one. 

That, is naught but a flesh wound: “Richard converses at length about how the friendly target can power through an injury that is affecting them” 
Current: Restore 1d4+[Int] HP to one target and cure one ailment.
Level 1: Restore 1d4+[Int] HP to one target. 
Level 2: Now also cures one ailment.

Banner of the 10th Regiment: A rather minimalistic banner depicting a symbol of a golden winged white cross and the words ‘10th Regiment’ written in stark white placed on a dark blue background that is held aloft on a sturdy metal pole. The sight of the banner flying freely (and a constant stream of motivational sayings) motivates Atton and his crew to move and act even faster.
Current: +6 Init 
Level 1: Boost Init by 3 points. 
Level 2: Init boost improved to +6. 
Level 3: A megaphone attached to the top of the banner grants Atton an additional +3 boost to initiative....if he spends a turn to activate it that is, as he decided to place the mouthpiece at the top of the banner for some inexplicable reason. 

M1 Garand: The standard issue firearm that pretty much every single WW2 American soldier on active duty has handled at some point in their life. It deals 1d4+Dex damage. 

Halftrack's actions: 
Combat Engineer: Specialist James Doherty is an almost constantly overworked Scottish man who prides himself in his ability to allow the squad’s M9 Half Track take a bigger load of punishment than it is used to without falling apart.
Current: 4 points of repair regen each round. 
Level 1: Grants 3 repair healing to the user at the start of each round while equipped. 
Level 2: +1 Regen each round. 

Gunner: Private Jesus Kaltenbrunner is a textbook example of how not all Germans who fought in world war 2 were evil, or misled by patriotism and promises of racial superiority into fighting for the Axis forces, as some of them were Jewish, German expatriates, immigrants, or just decided that the Axis forces could go stuff themselves. Rather unfortunately he is also a terrible shot with any non fully automatic weapon...but he is improving somewhat.
Level 1: Increase damage dealt with ranged weapons by 3. 

Armor Plating: 
Current: +4 DR vs Piercing, Slashing, & Bludgeoning damage.
Level 1: Reduce incoming Piercing, Slashing, and Bludgeoning damage by 3 points, reduce user’s Init by 6-[Str], only usable by vehicles. 
Level 2: Increase damage reduction by one point. 
  
.50 Cal: Atton orders the squad’s gunner to man the M2 Browning and open fire on the enemy’s position. 
Level 1: Deals 2d6+[Dex] damage to one target or 1d6+[Dex]/2 to three targets, only usable when equipped by the Half-track or Atton is in a stationary defensive position (Such as the one created by his Entrenchment action), one round cooldown. 

In response to all of this commotion, Richard decided to turn it up a notch, slowly clambering out of his relatively comfortable seat in the front, he ordered his men to charge ahead towards the remaining Lahmus, attempting to create a visible physical shield in between Venus and the enemybefore he turned up the ceaseless ominous latin music, and shouted out, "WHAT THE HELL DO YOU THINK YOU ARE DOING OUTSIDE OF COVER YOUNG MAN? DON'T YOU UNDERSTAND THAT A WAR IS ONLY WON WHEN THE OTHER POOR DUMB BASTARD DIES FOR HIS COUNTRY AND BELIEFS???." He slid out from his half track and raised his sword up to the sky just after he finished speaking, causing a brilliant flash of light to waft over the entire battlefield, both to inspire hope and draw the attention of the Lahmus eating Venus away from Venus, and also to signal that he had just went and healed his sorry ass.

Never Give up! on Every Fucking One, healing 1d4+15+7 to everyone and healing one ailment affecting each one of them. He also regains 4 HP this round due to his Combat Engineer passive.

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Ritsu [54/60]

 

Identifying a severely injured ally, Ritsu performs some aid to keep them out of too much trouble.

 

Restoration on Venus (heals 2d4 +10[INT] + 1 status ailment)

Ritsu Stats:

Spoiler

 

Constitution: 6
Dexterity: 4
Intelligence: 10 
Strength: 10 
Synergy: 0

 

Chainsaw damage currently at: 4d4+ STR(10) Cap

 

Equipped Gear for Action slots include:

Chainsaw (Weapon)

Red Eco Brace (Equipment)- adds 1d4 to melee attacks.

Precursor Mail (Armor)- 2 dr from elemental attacks

 

 

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Bridgett tsked her tongue after she launched her attack "Figured that it would be too early for that." She said to herself disappointingly "Well I guess we just keep blasting away at whatever that thing is."  "My Lady I suggest gaining air superiority even if only for a little bit." Mornings Arrow chimed before Bridgett started to charge her next attack. "Hmm...Yeah, that's a good idea." Bridgett said as she turned to look at the flying beast "Sorry but this sky is mine for now so please take a break will you." The magic circle that was normally under Bridgett appeared under the Bel Lahmu "Gleipnir," Bridgett said as ribbons of magic came out of the magic circle and bound the beast making it unable to move.

 

Bridgett uses Gleipnir on the Bel Lahmu and spends 5 cartridges to extend the duration of the stun to two turns and increase the cool down by 4

Gleipnir: Bridgett's binding spells. Stuns the target for one turn with a cooldown of 1 turn. Can spend 5 cartridges to increase the cooldown by 4 and the duration by 1

 

Bridgett stuff to remember

Spoiler

Base Stats: 
Strength: 3
Dexterity: 6
Intelligence: 3
Constitution: 7
Synergy: 12

 

Barrier Jacket: Grants a pool of 24 HP. For every hit, 4 points of net damage will be subtracted from this pool instead of the wearer. 3 Turns after being reduced to 0 HP, the pool will fully replenish. Bridgett's barrier jacket, a light blue dress with silver gauntlets, and boots. It has a short white coat over her shoulders that go to about the middle of her back.

Free Action: Heal the user for the HP of the pool, and reduce the pool's HP to 0. Bridgett reworks the wards of her Barrier Jacket, recovering her health.

Passive: Once per encounter, when an attack would otherwise reduce the wearer to 0 HP, negate that attack, and reduce the pool's HP to 0. All benefits of this item are lost until the pool replenishes. Bridgett purges her Barrier Jacket, negating an incoming attack.

 

-Base Form: Grants a pool of 20 HP. For every hit, 4 points of net damage will be subtracted from this pool instead of the wearer. 3 Turns after being reduced to 0 HP, the pool will fully replenish.

-Craft Upgrade: Adds the following Free Action: "Heal the user for the HP of the pool, and reduce the pool's HP to 0."

-Craft Upgrade (Reactor Purge): Adds the following Passive: "Once per encounter, when an attack would otherwise reduce the wearer to 0 HP, negate that attack, and reduce the pool's HP to 0. All benefits of this item are lost until the pool replenishes."

-Craft Upgrade: Increase pool to 24 HP (20 -> 24)

Hurstwic Cooldown 1 turns remaining  

Valkyrie Breaker reset 

 

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"Oh for-  Get behind my shield, you suicidal diva!" Alexandria shouts at Venus, "I am not just standing here for my own benefit!  Hey, creature!  Quit masticating him!  Whatever he's on cannot be healthy."  Alexandria uses Vicious Taunting on Greater Lahmu A, forcing it to attack her for the next 3 rounds, or until somebody else gets verbally owned.  

 

Spoiler

Alexandria brings all her actions except 'periscope', which is currently useless.

Relevant Passives:  

Current HP: 120/120 (+30 from 80s Magic Armor)

 

4 DR/-

 

Perks grant immunity to effects based on restricting her movements or moving her, and any effects that wouldn't work on an inanimate machine.

 

Creates a safe space which up to two allies can use, rerouting attacks from them to Alexandria.  Entering or leaving the space is a free action.

 

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Atton raises his officer's saber in an inspiring gesture, healing everyone on the field for [23] HP!

 

Bridgett creates a magical binding around the Bel Lahmu, preventing it from moving! It struggles futilely against the cords of energy, falling to the earth.

 

The Bel Lahmu tries to break free of the spell.

 

Friedhold tosses another singularity, crushing all of the Lahmu against one of Tiamat's limbs for [25] damage to each! Only one of the smaller beasts remains, barely clinging to life.

 

Venus recovers from stun.

 

The Lesser Lahmu throws itself at Venus, only to be killed on the spot by Edmond before it can strike.

 

The Greater Lahmu leaps upward, a mass of whirling limbs clawing at Bridgett. It strikes her twice, twin limbs raking across her for [29] total damage. [4] damage is absorbed by her jacket. It bleeds for 9 damage.

 

Alexandria taunts the beast as it finishes attacking. Extra limbs are so gauche.

 

Initiative

 

Atton: 21
Bridgett: 11
Bel Lahmu A: 8

Friedhold:  8
Venus:  5
Lesser Lahmu: 5
Ritsu:  4
Greater Lahmu: 4
Edmond:  2
Alexandria:  The Worst

Tiamat: ?

Status

 

 


All: Slipping


Friedhold: 42/50 HP
Bridgett:  45/65 HP, 16/20 Jacket HP
Atton:  93/93 HP
Ritsu:  60/60 HP, Behind Barrier
Venus:  25/65 HP
Edmond:  60/65 HP
Alexandria:  Healthy, Barrier Deployed, Defending


Tiamat: Wounded, Insect Swarm (2 turns remain), Targeted for Friendship by Alexandria (67, bonus damage on next followup)
Lesser Lahmu A: chainsaw'd
Lesser Lahmu B: THAT'S THE POWER OF ATTRACTION
Lesser Lahmu C : Near Death Robotic
Lesser Lahmu D : GRAVITY KILLS
Lesser Lahmu E: Over there, and over there, and also over there
Greater Lahmu A: Badly Bloodied, Extra Teeth, Extra Limbs, Shell
Greater Lahmu B: A work of art
Bel Lahmu A: Near Death, Battle Continuation, Extra Limbs, Stunned (1 turn remains)
Bel Lahmu B: Exploded
 

 

 
 
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  • 3 weeks later...

Alexandria drops her shield, and a tiny laser turret pops out of her shoulder, directing a harmless red dot between Tiamat's eyes.  She turns her QT communications rig on, and sets the speaker to 'broadcast'.

 

"We're in geosynchronous orbit, Captain Walker!  Big, fat, and ugly is in our sights."

 

"Harmonic energy levels peaking!  We can't charge this for much longer, or we'll blow out the Tesla coils!  Who the heck did Alexandria get to power this thing?!"

 

"High explosive round loaded!  Safety interlocks disengaged; barrel cover retracted!  Targeting data locked!"

 

"Firing engines at maximum burn!  Hull integrity field engaged!  All hands, brace yourselves!  We're firing the main gun!"

 

"Dumping capacitors now!  Tesla coils standing by to disperse excess harmonic energy!"

 

"TASTE THE RAINBOW, YA VOID-SUCKING, BRAIN-DAMAGED GODZILLA SNACK!  AHAHAHAHAHAHAHAHAHAHA!"

 

The sky lights up, lightning playing across the clouds in a dense web of energy, and through that a burning line descends, trailing waves of rippling rainbows and sonic booms.  The line intersects with Tiamat before she can react, shaking the earth as a massive explosion throws up a mushroom cloud of dust and rainbows, the shock wave jellying the surviving Lahmu, and hiding the mother of monsters from sight.  But surely nobody could have survived that...

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