DragonRage Posted May 30, 2019 Share Posted May 30, 2019 How dare the Maroon Dirge be faster than Zoe Walker? That's not possible! Nobody's faster than Zoe Walker! Therefore, everyone who is faster than Zoe Walker must be destroyed! Zoe uses Aim for the Squishy Bits and stabs the Maroon Dirge, dealing 1d6 + 2 low velocity piercing damage, with a 10% chance for a x2 critical hit. Spoiler Stats: Essence: 4 Constitution: 2 Dexterity: 7 Intelligence: 3 Strength: 2 Synergy: 3 Perks: Precognitive Reflexes: Zoe Walker always knows what’s going to happen ten seconds before it does, giving her a massive advantage in agility and hand-eye coordination in most situations. Whenever she successfully trains a stat, she also trains her future sight, increasing her dexterity by +1. Cassandra’s Tears: Zoe Walker can choose to not use 1 of her moves in a round. In this case, the unused move instead negates an incoming source of harm that would hit her or the vehicle she is piloting. Arcane Backlash: By overdrawing on magic, Zoe Walker has taken some of that magic into herself. Delving too deep into the secrets of fire and time magic have rendered her immune to heat and void damage. She also no longer ages, though this doesn’t alter the durations of effects on her. Get her Monologuing (Flaw): Zoe Walker’s intelligence may not be her highest or second-highest stat. Characters with a higher intelligence than Zoe Walker can choose to spend their full round to get her monologuing. Once this has been done, Zoe will only take actions to talk until she is dealt damage totaling at least 20% of her MHP or an ally spends a full round snapping her out of it. Zoe will only fall for this once per encounter. Actions/Gear: Arming Sword (Level 1, Equipment, Active): Zoe cuts or thrusts with her trusty sword, dealing 1d6 + strength cutting or low velocity piercing damage. Aim for the Squishy Bits (Level 1, Active): Zoe divines the best possible place to attack someone with an equipped weapon and then does it. Make an attack with an equipped weapon or vehicle weapon that has a 10% chance for a x2 damage critical hit. Usable once per round. Field Medical Kit (Level 1, Equipment, Active): Zoe uses her stowed medical supplies and military training to treat a target’s wounds, restoring 1d4 + intelligence HP to them. 1x Burning Purge (Level 1, Active): Zoe uses fire magic to burn all status ailments, debuffs, and diseases from target ally, dealing them 1 heat damage. The target is rendered immune to cold damage for 1 round. This action may be equipped in multiple slots. After use, this action removes itself from the slot it was equipped into. 1x Chain Lightning (Level 1, Active): Zoe channels metal magic to warp magnetic fields and hurl a lightning bolt at a group of enemies, dealing 2d4 + essence electric damage to up to three enemy targets. This action may be equipped in multiple slots. After use, this action removes itself from the slot it was equipped into. Link to comment Share on other sites More sharing options...
Powder Miner Posted June 3, 2019 Share Posted June 3, 2019 Well apparently the puddles of darkness were some sort of... darkness puddle creature thing with weird disc eyes. Wild shit, Jack thought, and then he quite casually whipped his pistol out. Honestly, this was some pretty cool shit. He could stand to fight weird inhuman monsters that weren't the Vanu more. It'd be new stuff, after all. He'd gotten used to seeing and doing the same shit. Jack spun his pistol (which was something of a brick with a stick) in his hands, grinned, adjusted his sunglasses evidently unnecessary. Then, entirely casually, evidently not viewing the shadows as a threat, Jack popped one with a remarkably loud railgun pistol shot. Jack uses Mag-Shot on Neoshadow B for 2d6+DEX (6) damage. Spoiler Live Free in the NC!: For when Jack is JUST taunting, not screaming like a madman and firing wildly and sprinting in. He IS capable of much more mild obnoxiousness, after all. Jack taunts one enemy for one round. 1 turn cooldown. Frag Grenade: This little ball of chaos is a Nanite Systems issue fragmentation grenade, which packs one hell of a punch if you’re around when it goes off. It may take a while to detonate, but everything in its blast radius is dying unless it is one seriously, seriously tough son of a bitch. When thrown, this grenade targets the initial target as well as the enemies before and after it in initiative. It detonates at the end of the turn after it is thrown, and enemies targeted by it can use an action to escape the blast. Does 6d6+[DEX]*2 sonic/high-velocity damage to those it hits. Once per Battle. Mag-Shot: The most standard weapon Jack’s arsenal, being a simple pistol. The gun looks like a brick with a handle and trigger, and the bullets are pretty goddamned powerful, just like on the SAW, but this one pretty much just handles like a normal pistol, much unlike the SAW. Deals 2d6+[DEX] high-velocity damage. NC6 Gauss SAW: This electromagnetic Light Machine Gun is a particularly infamous piece of gear on Auraxis, one wielded by most Heavy Assault soldiers of the New Conglomerate. Each bullet hits like a common model of vehicle-mounted machine gun’s does, and it remains precise at long range, but it has two disadvantages. One: it doesn’t fire too quickly. Two: It kicks like absolutely nothing else. This weapon does 1d3-1 shots, which each do 2d4+[DEX] high-velocity damage. Shrike: The standard rocket launcher of the New Conglomerate, and far and away the best for running and gunning. It’s not overwhelmingly powerful, and it’s totally unguided, but it works well against vehicles, is the most accurate when fired quickly of the NC’s rocket launchers, and it reloads the quickest of the NC’s rocket launchers. 2d6+STR sonic damage, ignores damage reduction. 2 turn cooldown. Link to comment Share on other sites More sharing options...
Hal Henderics Posted June 9, 2019 Share Posted June 9, 2019 Akihiro turns his eyes on the Taskmaster, the veins around his eyes bulging as he activates his Byakugan! Quote One target during combat becomes "Watched", and has it's weakness revealed, if one exists. If the target dies, or has no weakness, another target is automatically chosen When a "Watched" target uses an action, that action's description is revealed. Spoiler -Perks Level 3 Byakugan: The user is granted the Passive "Byakugan", which grants them supernatural sight beyond sight. -Actions Level 4 Passive: Byakugan: The user has Sight beyond Sight Perk Level 1: When combat begins, reveal the current health of all enemies. Perk Level 2: One target during combat becomes "Watched", and has it's weakness revealed, if one exists. If the target dies, or has no weakness, another target is automatically chosen Perk Level 3: When a "Watched" target uses an action, that action's description is revealed. Merit Level 4: This passive cannot be locked. (Trick) Level 1 Active: Clone Jutsu: The user creates an illusory clone of themselves, which looks similar to them, and can seemingly take action. It however, is purely illusory, and cannot affect the world around itself or make sound. Trick Level 1: The user creates an illusory double of themselves with 1 HP. It cannot do anything to affect the world around itself, does not cast a shadow, and makes no noise. (Trick) Level 1 Active: Transformation Jutsu: The user transforms themselves into a person or object, taking on it's appearance and proportions. Trick Level 1: The user attempts to disguise themselves as someone or something else. If they take damage, the disguise fails. (Trick) Level 1 Active: Substitution Jutsu: The user replaces themselves with an object, avoiding harm. Requires a target to replace the user with. Trick Level 1: The user sacrifices an item, and dodges an attack. Link to comment Share on other sites More sharing options...
Endlessblaze Posted June 13, 2019 Share Posted June 13, 2019 At the sound of the others preparing for combat Stella half heartedly flies into the room, and takes a look around."Oh so this is happening now. I suppose this might be fun." Seeing the obviously stronger mooks off to the side, Stella chooses to go for them first, catching a nearby Neo-Shadow in the process. With a gesture sparkling stardust and purple comes together near her targets and swirl into a small galaxy lookalike. Right before it explodes.Stella uses Galactic Blast on Violet Hymn, Maroon Dirge, Taskmaster, and Neo-Shadow A. Dealing 3d3+Syn Holy/Explosive damage to them, and inflicting stun on them for one turn.Stella has a 33% dodge chance due to Divine Flight Stella resist most environmental effects due to Divine Flight The current antagonist of this plot may mock Stella and her allies due to Color Commentary. Because of this, Stella may randomly be afflicted by Taunt. Relevant information- Spoiler Stats- Essence: 5 Constitution: 3 Dexterity: 1 Intelligence: 5 Strength: 0 Synergy: 7Perks- Divine Flight: “For what power would bind the very stars, and shackle them to the earth?” “A really borring one that’s what.” The user is able to fly and gains a resistance to most environmental effects and 20% dodge chance. Level two: The user may traverse and move withen the void freely, dodge chance is now 33% (Flaw) "Color Commentary: “Oh cute, now the peanut gallery is here” The Antagonist of the current plot mocks the user and allies. The user can be randomly Taunted during combat." Actives- Stellar Ray: The user calls down a beam of sacred light from the sky, imbued with the power of the stars. Deals 5d6+Syn Holy/Light damage. CD=3 Galactic Blast: The user conjures the image of a lovely galaxy or nebula. It then explodes. Deals 3d3+Syn Holy/Explosive damage to four targets and inflicts stun for one turn. CD=3 Night shock: The user cast out a blast of darkness to strike a foe. Dealing 2d6+Syn Holy/Dark damage Link to comment Share on other sites More sharing options...
StormLord Posted June 14, 2019 Author Share Posted June 14, 2019 Spoiler The Maroon Dirge begins shaking and a great ball of fire is summoned up around the tip of its “hat” sending a heat wave across the room that slams into Zoe, Akihiro, and Stella(2-fail). They take 3, 1, and 6 Fire damage respectively and they become Superheated! Zoe Walker pokes and prods and the Dirge (2-fail)dealing 8 damage with her arming sword. Hirata spends some quality time getting her weapon up and running. Akihiro begin watching the Taskmaster with close scrutiny. Jack J. pops the Neoshadow at his feet with his “handgun” for 15 damage, the creature seeps back into the ground and sort of slides to the back of the room. Scarlet feels the need to one-up Jack with a blast of laser energy that deals 16 damage to another Neoshadow, which also seeps into the ground to flee. The first Neoshadow bursts from the ground and grabs at Hirata’s leg trying to both pull her to the ground and slice her leg as much as possible. It deals 4 damage and (21 vs 15) Hirata manages to keep her footing. Another two step forward and follow suit attacking Jack J. and Scarlet for 10 and 7 damage and (21 vs 15, 18 vs 15) knock neither down. The last takes a different approach, staying a slimy black soup at the feet of the combatants. The Violet Hymn spins around and around and summons up a spiky ice crystal around the tip of its “hat” that washes the room in bitter cold. The icy wind chills Vepr-12, Akihiro, and Stella to their cores, (3-success)Stella manages to pull herself out of the way at the last second, Vepr-12 takes 0 Cold damage and become Superchilled, and Akihiro becomes Thermo-shocked from the sudden changes in temperature, he takes 15 damage. Vepr-12 counter attacks for 18 damage! The Hymn bobbles and spins upside down for a moment from the force of the blast before righting itself. Jack A. slashes at the Neoshadow Scarlet shot dealing 13 damage and sending down into the ground again. The Taskmaster grunts and slams its shield into the ground hard enough to shake several glass objects off one of the tables. The shield starts glowing a soft erie blue. (Bodyblock: Sacrifice or Greed? The Taskmaster slams it shield into the ground and enhances it with a magical barrier to protect up to two allies from would-be attackers.) Stella decides to set off a bomb in close quarters. Only she finds that the puddle of Neoshadow to be quite resilient to them and that somehow most of the stardust landed on the Taskmaster. The Neoshadow takes 6 damage, the Dirge and Hymn make it out unscathed, while the Taskmaster takes the of it suffering 14, 6, and 8 damage. Vepr-12’s shotgun blasts too find their way strangely drawn to the Taskmaster, she manages to deal 7 and 7 damage to the...thing. Init: Spoiler Average Dex: 4 8 Maroon Dirge 7 Zoe Walker 6 Hirata 6 Akihiro 5 Jack J. 5 Scarlet 4 Neo-Shadows(x4) 3 Violet Hymn 3 Jack A. 2 Taskmaster 1 Stella 1 Vepr-12 Status: Spoiler Zoe Walker: 24/24, Hirata: 18/22, Akihiro: 8/24, Jack J.: 36/36, 8/18, Scarlet: 29/36, Jack A.: 28/28, Stella: 20/26, Superheated, Vepr-12: 36/36, Superchilled, Neo-Shadow A : 13/35, Seeped, Neo-Shadow B : 20/35, Seeped, Neo-Shadow C : 35/35, Neo-Shadow D : 35/35, Violet Hymn: 52/70, Protected, -20% damage dealt, Maroon Dirge: 42/50, Protected, Taskmaster: 58/100, Guarding, -20% damage dealt(x2), Link to comment Share on other sites More sharing options...
IntSys Posted June 14, 2019 Share Posted June 14, 2019 Vepr-12 took a mental note of the two bells' strategy - alternating between hot and cold to deal damage. She inched toward Akihiro, and put up her guard. Taking a hot one for him was going to hurt, but she was no stranger to the eye-for-an-eye thinking that humans use. "Come on!" She shouted, with a leg in the front and another in the back. Her fingers pressed against the trigger intimately. The itch had to be scratched. [Perk] SG - Valkyrie of Belgrade: Counter with ASST-Bound Molot Vepr-12 (2d6+7+0 high velocity damage, lower target's damage by 20% for one turn). Action 1: Vepr-12 uses Survival Instincts, increasing DR by 8 for one turn. Action 2: Vepr-12 fires slugs from her shotgun, dealing 2d6+7+0 high velocity damage to the Maroon Dirge and lowering its damage by 20% for one turn. Loadout Spoiler Survival Instincts: Vepr-12 takes on a defensive stance, protecting herself from incoming damage. +[Con] DR to self for one turn. Critical Cover: Every turn, Vepr-12 will cover the first ally who has equal or less than half of their maximum HP and is about to take damage from an enemy, redirecting the damage to herself with +4 General DR. She will then cover that ally for the rest of the turn. - Base: Redirects all damage from the first ally who has <= 50% MHP and is about to take damage from an enemy until the turn ends. - Level 2: +2 General DR when taking damage for an ally. (No DR boost if the attack goes for Vepr-12 directly) - Level 3: +4 General DR when taking damage for an ally instead. (No DR boost if the attack goes for Vepr-12 directly) Fast Repairs: The killing does not stop for Vepr-12. If it means getting some arbitrary and imaginary high score moments before approaching a "Game Over," she will most certainly be willing to give her 100%. Once per encounter, Vepr-12 can mend her own wounds and restore 80% of her MHP. (29 HP) Anti-Collapse Forcefield: While T-dolls all have basic levels of anti-radiation armor in order to operate outside of the radiation-free Green Zone, they are still prone to erosion from high concentrations of Collapse particles in the Red Zone. In order to mitigate this issue for Vepr-12, a regular patron to the Red Zone in search of ELID infectees, a forcefield module was installed to allow her to brace through high radiation areas temporarily. +9 Energy DR. ASST-Bound Molot Vepr-12 (Perk-backed): A classic multipurpose semiautomatic shotgun produced in the early 21st century by Molot-Oruzhie. Designed as a direct competitor to Saiga-12, it has also seen great use in both hunting and professional shooting. It is essentially integrated into Vepr-12's core using the ASST system, allowing her to wield it with considerable effectiveness. Deals 2d6+[Str]+[Times Vepr-12 has fallen into Frenzy]/4 high velocity damage to one target, and reduces that target's damage by 20% for one turn. Link to comment Share on other sites More sharing options...
kj1225 Posted June 14, 2019 Share Posted June 14, 2019 Jack took a moment to think. Which was rather easy since no one was looking his way. After a second he trotted over to Akihiko and with the reassuring words of "Don't smell it." He makes him Drink. Spoiler HP:28 Moves: 1 Stats: 21 allocated Essence: 8 Constitution: 4 Dexterity: 3 Intelligence: 0 Strength: 6 Synergy: 0 Perks: Level 2: The Enterprise: A twelve gun frigate, outfitted with a mysterious device of Cephalopod origins. Hit them with almost a broadside!: Gives access to the action “Almost a broadside.” Flaw: Hunting Pirates: Periodically Jack is attacked by groups of pirate hunters. Goals: Actions: 5 slots 1 free actions -Actives Perk Backed: Almost a Broadside: Jack orders The Enterprise to fire Almost all the cannons on an enemy dealing 5d6+Dex+Quests. Starts on cooldown, 3 turn cooldown. DRINK!: Jack offers an ally a drink (read: forces them to down a shot of grog) Healing them for 1d4+Ess Health. SET SAIL AND CONQUER!: Jack lets out a rallying cry, which only one companion can really understand the gist of. They gain ½ ESS damage for a turn. Midget Saw: Jack flings his trusty monkey, Saw, at an enemy, reducing their damage by ½ his Ess or a turn Surrender Thy Booty!: Jack gets uncomfortably close to an enemy and quickly steals something from their pocket. -Passives Enemy of Squids: Being a natural enemy of squids, Jack deals 5 more damage when fighting cephalopods. -Trumps Equipment: Sword sheath: A place for storing a sword. When equipped, “Cutlass” doesn’t use an action slot. Does not take up an action slot. Cutlass: No proper pirate goes without one! Deals 2d6+STR damage. Grog: Is this even edible...? The first STR attack dealt by Jack in combat deals an extra 3 damage. Angry Coachgun: Deals 1d4+[Dex/2] damage to one target, the user may choose to deal double damage with this weapon, doing so requires an action be spent reloading before the next attack with this weapon. Reserve: Link to comment Share on other sites More sharing options...
Chevaleresse Posted June 15, 2019 Share Posted June 15, 2019 Scarlet was already moving towards Akihiro as she saw the kid take hits. She scowled at the man who apparently thought shoving alcohol down his throat was going to help, but chose not to say anything about it for the moment. "Hold on for a second, kid, this is probably going to hurt." She held a hand to him, and mentally commanded her nanobots to fix him up; they were too small to see with the naked eye, but they slipped through her skin and set to work patching his injuries as best as they could. Field Patch Akihiro for CON [8] HP. HP: 36Moves:Stats: Essence: 1 Constitution: 8 Dexterity: 5 Intelligence: 5 Strength: 1 Synergy: 1 Perks: Immortal Smoke (level 2) : Scarlet's body is suffused with a set of powerful, specialized nanites that have fully integrated with her biology. Among other factors, this allows her to recover from injury with great speed, as well as allowing her to boast an impressive resistance to all manner of toxins and foreign bodies. They carry a full blueprint of her body; this allows her to regenerate even lost limbs, given time. Effect 1: Scarlet recovers [CON] HP per round. Disabled if an Iron Weaver action is used. Effect 2: Scarlet receives a CON saving throw against a difficulty of the GM's choice (generally the inflicter's attacking stat + 10) against any poison or disease-based effects, immediately before they would come into effect, once per round. Disabled if an Iron Weaver action is used. Effect 3: If Scarlet goes for an entire plot without suffering a wound, the oldest wound she has is automatically removed. Reach for the Moon: While specialized, Scarlet's augmentation still shares the baseline functionality of all Iron Weavers, allowing her to control a nanite swarm that can create and destroy objects, performing acts such as erecting cover on the fly from environmental materials and chewing through the armor of a mech. Effect: Whenever Scarlet successfully completes a craft, she receives an Iron Weaver action. Flaw: Hourai Victim: "It must be fate." Scarlet has made a few friends and a lot of enemies over her career. Effect: Scarlet occasionally attracts corporate bounty hunters, non-corporate bounty hunters, and various other flavors of hit squad, who will attempt to capture or kill her, at the GM's discretion. This flaw may also have other effects in sci-fi settings. Goal:Actions:Field Patch: Iron Weaver action, infusing a target with nanites. Heals target by Scarlet's [CON], and allows them to roll a save using her CON against a poison or disease effect on them. -Level 1: [CON]+save vs. poison using Scarlet's CON.Wrist Flamers (Merit equipment): Wrist-mounted flamethrowers, an effective terror weapon in melee combat. Their relatively low profile makes them easy to carry and conceal, but doesn't exactly do away with the laws of thermodynamics. If she was well-known for anything, it would be her usage of these. Deals heat damage. -Level 1: Up to three targets gain the "Shaken" status until the end of the encounter, if they already have Shaken they instead lose it and gain "Frightened", if they already have Frightened they instead lose it and gain "Panicked". Shaken enemies deal [DEX/2] less damage in the presence of their fear, Frightened enemies deal [stat] less damage, and Panicked enemies deal [DEX] less and and must also make an Ess save in order to take any action that isn't running from the source of their fear. The user takes [DEX] backlash damage, this action can only be used once per round. -Level 2: This piece of equipment does not take up a slot. -Level 3: Can instead be used to inflict 2d4+[DEX/2] burning damage for 2 rounds, inflicting [DEX] recoil damage. HelioSys LWP-R Laser Rifle (Merit equipment): Scarlet's weapon of choice. A lightweight weapon more or less occupying the same role as a carbine. What it lacks in armor penetration it makes up for in versatility. Deals 2d6+DEX damage, affected doubly by damage reduction. Can deal nonlethal damage, and is not obviously a weapon when disassembled (fooling most conventional low-level security systems that would be scanning for such. Takes a turn to assemble if combat starts while it is hidden.) Deals heat/radiation damage. -Level 1: 2d6+DEX damage, affected doubly by DR, can deal nonlethal damage, is stealthy. -TrumpsOmnidyne-M "Archer" Counter-Armor Platform (Equipment): An oft-maligned weapon that painfully stretches the definition of man-portable, as well as the compressive strength of the bones of those unfortunate enough to man it. However, it still does an excellent job of putting very neat, very large holes in things. Deals HV Piercing damage. -Level 1: Deals [STR or DEX]*4 damage, ignoring damage reduction. Stuns and inflicts half the damage dealt to the user on firing. -Level 2: Recoil reduced to 1/3. -Level 3: Recoil reduced to 1/4. Link to comment Share on other sites More sharing options...
Powder Miner Posted June 16, 2019 Share Posted June 16, 2019 Jack watched as some of the other people around him took fairly heavy blows, looking himself unconcerned as a blue flash flared up around him, his shields taking the assault intended for his leg without breaking. "Well, hell with it, might as well, huh?" He proceeded to charge headlong into the midst of the enemies, wildly firing his pistol and shouting at the top of his lungs. "HEEEEYYYY FUCKERSSSSSS HOW ABOUT SOME OF THISSSSSSSSS, YOU ARE... WELL HONESTLY I DON'T REALLY KNOW HOW TO DESCRIBE YOU BUT FUCK YOOUUUUUUUUU!" He even stopped directly in front of the one with the shield, spreading his arms in challenge, mere feet from it. "DO YOU THINK YOU'RE HOT SHIT, WEIRD FUCKIN' THING? PROVE IT!" Jack uses YOUR BEST IS MY WORST, taunting the Taskmaster, the Maroon Dirge, the Violet Hymn, and Neo-Shadows C and D. Spoiler YOUR BEST IS MY WORST (Perk-backed): Faction-themed taunts are a long tradition in the Auraxian war, and since Jack has been in that war for more than 20 years, he’s been shouting insults at the top of his lungs for a long time. Oh, and with this he adds incoherent screaming, charging directly and recklessly at the enemy, and firing bullets blindly in every direction. Jack taunts five enemies for their next action. 2 turn cooldown. Live Free in the NC!: For when Jack is JUST taunting, not screaming like a madman and firing wildly and sprinting in. He IS capable of much more mild obnoxiousness, after all. Jack taunts one enemy for one round. 1 turn cooldown. Frag Grenade: This little ball of chaos is a Nanite Systems issue fragmentation grenade, which packs one hell of a punch if you’re around when it goes off. It may take a while to detonate, but everything in its blast radius is dying unless it is one seriously, seriously tough son of a bitch. When thrown, this grenade targets the initial target as well as the enemies before and after it in initiative. It detonates at the end of the turn after it is thrown, and enemies targeted by it can use an action to escape the blast. Does 6d6+[DEX]*2 sonic/high-velocity damage to those it hits. Once per Battle. Mag-Shot: The most standard weapon Jack’s arsenal, being a simple pistol. The gun looks like a brick with a handle and trigger, and the bullets are pretty goddamned powerful, just like on the SAW, but this one pretty much just handles like a normal pistol, much unlike the SAW. Deals 2d6+[DEX] high-velocity damage. NC6 Gauss SAW: This electromagnetic Light Machine Gun is a particularly infamous piece of gear on Auraxis, one wielded by most Heavy Assault soldiers of the New Conglomerate. Each bullet hits like a common model of vehicle-mounted machine gun’s does, and it remains precise at long range, but it has two disadvantages. One: it doesn’t fire too quickly. Two: It kicks like absolutely nothing else. This weapon does 1d3-1 shots, which each do 2d4+[DEX] high-velocity damage. Shrike: The standard rocket launcher of the New Conglomerate, and far and away the best for running and gunning. It’s not overwhelmingly powerful, and it’s totally unguided, but it works well against vehicles, is the most accurate when fired quickly of the NC’s rocket launchers, and it reloads the quickest of the NC’s rocket launchers. 2d6+STR sonic damage, ignores damage reduction. 2 turn cooldown. Link to comment Share on other sites More sharing options...
Hal Henderics Posted June 17, 2019 Share Posted June 17, 2019 Akihiro summons a Shadow Clone as he chokes down medicine and alchohol alike, before shouting. "The beast is only resistant to blows, hit it with immaterial attacks!" Quote (Trick) Level 1 Active: Clone Jutsu: The user creates an illusory clone of themselves, which looks similar to them, and can seemingly take action. It however, is purely illusory, and cannot affect the world around itself or make sound. Trick Level 1: The user creates an illusory double of themselves with 1 HP. It cannot do anything to affect the world around itself, does not cast a shadow, and makes no noise. Hide contents -Perks Level 3 Byakugan: The user is granted the Passive "Byakugan", which grants them supernatural sight beyond sight. -Actions Level 4 Passive: Byakugan: The user has Sight beyond Sight Perk Level 1: When combat begins, reveal the current health of all enemies. Perk Level 2: One target during combat becomes "Watched", and has it's weakness revealed, if one exists. If the target dies, or has no weakness, another target is automatically chosen Perk Level 3: When a "Watched" target uses an action, that action's description is revealed. Merit Level 4: This passive cannot be locked. (Trick) Level 1 Active: Clone Jutsu: The user creates an illusory clone of themselves, which looks similar to them, and can seemingly take action. It however, is purely illusory, and cannot affect the world around itself or make sound. Trick Level 1: The user creates an illusory double of themselves with 1 HP. It cannot do anything to affect the world around itself, does not cast a shadow, and makes no noise. (Trick) Level 1 Active: Transformation Jutsu: The user transforms themselves into a person or object, taking on it's appearance and proportions. Trick Level 1: The user attempts to disguise themselves as someone or something else. If they take damage, the disguise fails. (Trick) Level 1 Active: Substitution Jutsu: The user replaces themselves with an object, avoiding harm. Requires a target to replace the user with. Trick Level 1: The user sacrifices an item, and dodges an attack. Link to comment Share on other sites More sharing options...
Yours Truly Posted June 17, 2019 Share Posted June 17, 2019 Hirata let out a loud yelp as she leaped back from the Neoshadow, before wildly firing at it's general direction in a panic.Hirata uses the Hyperion Transmurdera on the Neoshadow that attacked her, dealing 1d4+Dex [6] damage with a 20% Miss Chance and +8 damage due to her having spun up the motor the round before.Loadout Hyperion Transmurdera: Deals 1d4+[Dex] damage with 60% miss chance, +4 damage and -20% miss chance for each consecutive use(miss chance reduction caps at 60%). Level 2(craft): The first time this weapon is used instead of firing the user may spin up the motor, this counts as two consecutive uses instead of one. If the weapon stacks 6 or more consecutive uses the rubber band has a 50% chance to break and need to be replaced with another. Mashinshinajī: When using robotic or electronic equipment, the effectiveness of a single piece of equipment is boosted by 2, or by [Gm fiat] if No numerical values exist for that piece of equipment. This action does not take a slot. Pawādoāmā: Initially intended to be a carbon copy of the Hybrid Assistive Limb exoskeleton used to make walking less of a chore; a quick break to watch a super sentai show led to it becoming an elaborate non self replicating nanobot based set of transforming clothing that harden in response to physical trauma and automatically form a set of supports to allow her to transcend her previous physical limitations. Grants a +1 bonus to Strength, Constitution, and Dexterity when equipped, takes two slots to equip. The Iron Mask: A porcelain white mask which is said to be anything and everything from a neural function enhancing device, a signal booster allowing one with the proper access codes to take control of the robot that wears this mask, and many other functions. What's known is that it serves as the control device for her suit of nanobot based power armor and the augmented reality monitor for her all white backpack computer/CNC Miller and assembly tool, and that it triggers a dramatic transformation when worn by a certain kind of person. Grants +2 to Doctor Ishi’s Intelligence when equipped. Black Coat: Always fits perfectly. 6 DR vs Corrupting/Void damages. Link to comment Share on other sites More sharing options...
Endlessblaze Posted June 17, 2019 Share Posted June 17, 2019 Stella turns her attention to the TaskMaster, such a nuisance, guarding its allies like that She would just have to remove it, and there was a bit more room in here to do it with. She gestures and a ray of light streaks down from the distance outside, before it can impact the building Stella forms a small short lived portal for it, and sends it right at the taskmasterStella uses Stellar Ray on the TaskMaster Dealing 5d6+Syn Holy/Light damage. CD=3Stella has a 33% dodge chance due to Divine FlightStella resist most environmental effects due to Divine FlightThe current antagonist of this plot may mock Stella and her allies due to Color Commentary. Because of this, Stella may randomly be afflicted by Taunt. Spoiler Stats- Essence: 5 Constitution: 3 Dexterity: 1 Intelligence: 5 Strength: 0 Synergy: 7Perks- Divine Flight: “For what power would bind the very stars, and shackle them to the earth?” “A really borring one that’s what.” The user is able to fly and gains a resistance to most environmental effects and 20% dodge chance. Level two: The user may traverse and move withen the void freely, dodge chance is now 33% (Flaw) "Color Commentary: “Oh cute, now the peanut gallery is here” The Antagonist of the current plot mocks the user and allies. The user can be randomly Taunted during combat." Actives- Stellar Ray: The user calls down a beam of sacred light from the sky, imbued with the power of the stars. Deals 5d6+Syn Holy/Light damage. CD=3 Galactic Blast: The user conjures the image of a lovely galaxy or nebula. It then explodes. Deals 3d3+Syn Holy/Explosive damage to four targets and inflicts stun for one turn. CD=3 Night shock: The user cast out a blast of darkness to strike a foe. Dealing 2d6+Syn Holy/Dark damage Link to comment Share on other sites More sharing options...
DragonRage Posted June 17, 2019 Share Posted June 17, 2019 That did a rather disappointing amount of damage to the Maroon Dirge. Zoe Walker is not a fan of feeling like she's not 'contributing'. And it would be a shame to bring a lightning bolt and not use it... Zoe pulls out her holo-scroll, unfurls it with a flick of the wrist, and scrolls through it rapidly. She grabs a glyph from the scroll and pulls it right out of the computer, the cuneform sigil burning between her fingers as she furls the computer screen and shoves it up her sleeve. Sparks crackling off of the arcane symbol, she sets the glyph to hover in front of her, and then chops it in half with her sword. Electricity crackling across the blade, she levels the point somewhere between Neo-Shadows A, C, and D. "Ahahahahahahahaha! Kaboom, baybe!" KABOOM. A blindingly bright arc of electricity leaps from her sword, jumping between the three shadow creatures, releasing a hollow rumble of thunder as it grounds itself into them for 2d4 + 4 electricity damage apiece to Neo Shadows A, C, and D. Zoe Walker no longer has Chain Lightning equipped. Spoiler Stats: Essence: 4 Constitution: 2 Dexterity: 7 Intelligence: 3 Strength: 2 Synergy: 3 Perks: Precognitive Reflexes: Zoe Walker always knows what’s going to happen ten seconds before it does, giving her a massive advantage in agility and hand-eye coordination in most situations. Whenever she successfully trains a stat, she also trains her future sight, increasing her dexterity by +1. Cassandra’s Tears: Zoe Walker can choose to not use 1 of her moves in a round. In this case, the unused move instead negates an incoming source of harm that would hit her or the vehicle she is piloting. Arcane Backlash: By overdrawing on magic, Zoe Walker has taken some of that magic into herself. Delving too deep into the secrets of fire and time magic have rendered her immune to heat and void damage. She also no longer ages, though this doesn’t alter the durations of effects on her. Get her Monologuing (Flaw): Zoe Walker’s intelligence may not be her highest or second-highest stat. Characters with a higher intelligence than Zoe Walker can choose to spend their full round to get her monologuing. Once this has been done, Zoe will only take actions to talk until she is dealt damage totaling at least 20% of her MHP or an ally spends a full round snapping her out of it. Zoe will only fall for this once per encounter. Actions/Gear: Arming Sword (Level 1, Equipment, Active): Zoe cuts or thrusts with her trusty sword, dealing 1d6 + strength cutting or low velocity piercing damage. Aim for the Squishy Bits (Level 1, Active): Zoe divines the best possible place to attack someone with an equipped weapon and then does it. Make an attack with an equipped weapon or vehicle weapon that has a 10% chance for a x2 damage critical hit. Usable once per round. Field Medical Kit (Level 1, Equipment, Active): Zoe uses her stowed medical supplies and military training to treat a target’s wounds, restoring 1d4 + intelligence HP to them. 1x Burning Purge (Level 1, Active): Zoe uses fire magic to burn all status ailments, debuffs, and diseases from target ally, dealing them 1 heat damage. The target is rendered immune to cold damage for 1 round. This action may be equipped in multiple slots. After use, this action removes itself from the slot it was equipped into. Link to comment Share on other sites More sharing options...
StormLord Posted June 17, 2019 Author Share Posted June 17, 2019 Spoiler The Maroon Dirge turns and releases it’s gathered ball of flames in a conical blast towards Stella(2-fail) and Vepr-12 dealing 10 fire damage each. Vepr-12’s counter attack rattles against the Taskmaster’s shield for another 7 damage. Zoe Walker releases arcing lightning that deals 9, 11, and 10 damage to the Neoshadows, the two shadows still formed slink back into their puddle forms. Hirata(6-hit) fires a spray of bullets from a rapidly spinning up gun that sort of splash and splatter into the pool of darkness with little to no effect. Akihiro clones himself while he desperately tries to manage all the adults shoving illicit substances in his face. Jack screams and charges to much effect, he seems to have caught much attention he may not have particularly wanted. Scarlet shoves the first of the illicit substances in Akihiro’s face, restoring 8 HP. Neoshadow A swipes at Hirata again dealing 7 damage and (22 vs 15) fails to pull her over, again. Neoshadow B similarly attacks Scarlet for 11 and (22 vs 15) also fails to pull her down. Neoshadows C and D rush forward into the previous room to chase Jack, they both swipe for(6-fail, 5-fail) 7 and 8 damage and (17 vs 15, 12 vs 15) between the both they manage to trip up Jack, knocking him flat until he spends an action to stand. As the Violet Hymn spins down the ice crystal above it breaks into smaller shards which it flings in Jack’s direction(2-fail, 1-fail) for 9 and 10 damage. Jack’s shot of grog is forced down Akihiro’s throat for another 11 HP restored. The Taskmaster reaches forward and slams his shield down on Jack for 5 damage. Stella summons up a ray of burning cosmic light that tears through the Taskmaster for 29 damage, leaving a glowing, burning hole in its chest. Vepr-12 sures up her own defenses before taking a crack at the Taskmaster for 19! damage. Init: Spoiler Average Dex: 4 8 Maroon Dirge 7 Zoe Walker 6 Hirata 6 Akihiro 5 Jack J. 5 Scarlet 4 Neo-Shadows(x4) 3 Violet Hymn 3 Jack A. 2 Taskmaster 1 Stella 1 Vepr-12 Status: Spoiler Zoe Walker: 24/24, Hirata: 11/22, Akihiro: 24/24, -Clone 1: 1/1, Jack J.: 5/36, 0/18, Prone(+/-15% damage taken/dealt,), Scarlet: 18/36, Jack A.: 28/28, Stella: 10/26, Superheated, Vepr-12: 26/36, Superchilled, Neo-Shadow A : 4/35, Neo-Shadow B : 20/35, Neo-Shadow C : 24/35, Neo-Shadow D : 25/35, Violet Hymn: 52/70, Protected, Maroon Dirge: 42/50, Protected, Taunted, Taskmaster: 7/100, Guarding, -20 damage dealt, Link to comment Share on other sites More sharing options...
Chevaleresse Posted June 18, 2019 Share Posted June 18, 2019 Scarlet let off a string of choice profanities in what sounded like at least three different languages as she hurried over to the downed Jack, attempting to pull him back to his feet and giving him a taste of a different variety of nanite as she reached down. HP: 36Moves:Stats: Essence: 1 Constitution: 8 Dexterity: 5 Intelligence: 5 Strength: 1 Synergy: 1 Perks: Immortal Smoke (level 2) : Scarlet's body is suffused with a set of powerful, specialized nanites that have fully integrated with her biology. Among other factors, this allows her to recover from injury with great speed, as well as allowing her to boast an impressive resistance to all manner of toxins and foreign bodies. They carry a full blueprint of her body; this allows her to regenerate even lost limbs, given time. Effect 1: Scarlet recovers [CON] HP per round. Disabled if an Iron Weaver action is used. Effect 2: Scarlet receives a CON saving throw against a difficulty of the GM's choice (generally the inflicter's attacking stat + 10) against any poison or disease-based effects, immediately before they would come into effect, once per round. Disabled if an Iron Weaver action is used. Effect 3: If Scarlet goes for an entire plot without suffering a wound, the oldest wound she has is automatically removed. Reach for the Moon: While specialized, Scarlet's augmentation still shares the baseline functionality of all Iron Weavers, allowing her to control a nanite swarm that can create and destroy objects, performing acts such as erecting cover on the fly from environmental materials and chewing through the armor of a mech. Effect: Whenever Scarlet successfully completes a craft, she receives an Iron Weaver action. Flaw: Hourai Victim: "It must be fate." Scarlet has made a few friends and a lot of enemies over her career. Effect: Scarlet occasionally attracts corporate bounty hunters, non-corporate bounty hunters, and various other flavors of hit squad, who will attempt to capture or kill her, at the GM's discretion. This flaw may also have other effects in sci-fi settings. Goal:Actions:Field Patch: Iron Weaver action, infusing a target with nanites. Heals target by Scarlet's [CON], and allows them to roll a save using her CON against a poison or disease effect on them. -Level 1: [CON]+save vs. poison using Scarlet's CON.Wrist Flamers (Merit equipment): Wrist-mounted flamethrowers, an effective terror weapon in melee combat. Their relatively low profile makes them easy to carry and conceal, but doesn't exactly do away with the laws of thermodynamics. If she was well-known for anything, it would be her usage of these. Deals heat damage. -Level 1: Up to three targets gain the "Shaken" status until the end of the encounter, if they already have Shaken they instead lose it and gain "Frightened", if they already have Frightened they instead lose it and gain "Panicked". Shaken enemies deal [DEX/2] less damage in the presence of their fear, Frightened enemies deal [stat] less damage, and Panicked enemies deal [DEX] less and and must also make an Ess save in order to take any action that isn't running from the source of their fear. The user takes [DEX] backlash damage, this action can only be used once per round. -Level 2: This piece of equipment does not take up a slot. -Level 3: Can instead be used to inflict 2d4+[DEX/2] burning damage for 2 rounds, inflicting [DEX] recoil damage. HelioSys LWP-R Laser Rifle (Merit equipment): Scarlet's weapon of choice. A lightweight weapon more or less occupying the same role as a carbine. What it lacks in armor penetration it makes up for in versatility. Deals 2d6+DEX damage, affected doubly by damage reduction. Can deal nonlethal damage, and is not obviously a weapon when disassembled (fooling most conventional low-level security systems that would be scanning for such. Takes a turn to assemble if combat starts while it is hidden.) Deals heat/radiation damage. -Level 1: 2d6+DEX damage, affected doubly by DR, can deal nonlethal damage, is stealthy. -TrumpsOmnidyne-M "Archer" Counter-Armor Platform (Equipment): An oft-maligned weapon that painfully stretches the definition of man-portable, as well as the compressive strength of the bones of those unfortunate enough to man it. However, it still does an excellent job of putting very neat, very large holes in things. Deals HV Piercing damage. -Level 1: Deals [STR or DEX]*4 damage, ignoring damage reduction. Stuns and inflicts half the damage dealt to the user on firing. -Level 2: Recoil reduced to 1/3. -Level 3: Recoil reduced to 1/4. Link to comment Share on other sites More sharing options...
kj1225 Posted June 18, 2019 Share Posted June 18, 2019 With a sigh Jack heads over to his name double and makes him drink. Spoiler HP:28 Moves: 1 Stats: 21 allocated Essence: 8 Constitution: 4 Dexterity: 3 Intelligence: 0 Strength: 6 Synergy: 0 Perks: Level 2: The Enterprise: A twelve gun frigate, outfitted with a mysterious device of Cephalopod origins. Hit them with almost a broadside!: Gives access to the action “Almost a broadside.” Flaw: Hunting Pirates: Periodically Jack is attacked by groups of pirate hunters. Goals: Actions: 5 slots 1 free actions -Actives Perk Backed: Almost a Broadside: Jack orders The Enterprise to fire Almost all the cannons on an enemy dealing 5d6+Dex+Quests. Starts on cooldown, 3 turn cooldown. DRINK!: Jack offers an ally a drink (read: forces them to down a shot of grog) Healing them for 1d4+Ess Health. SET SAIL AND CONQUER!: Jack lets out a rallying cry, which only one companion can really understand the gist of. They gain ½ ESS damage for a turn. Midget Saw: Jack flings his trusty monkey, Saw, at an enemy, reducing their damage by ½ his Ess or a turn Surrender Thy Booty!: Jack gets uncomfortably close to an enemy and quickly steals something from their pocket. -Passives Enemy of Squids: Being a natural enemy of squids, Jack deals 5 more damage when fighting cephalopods. -Trumps Equipment: Sword sheath: A place for storing a sword. When equipped, “Cutlass” doesn’t use an action slot. Does not take up an action slot. Cutlass: No proper pirate goes without one! Deals 2d6+STR damage. Grog: Is this even edible...? The first STR attack dealt by Jack in combat deals an extra 3 damage. Angry Coachgun: Deals 1d4+[Dex/2] damage to one target, the user may choose to deal double damage with this weapon, doing so requires an action be spent reloading before the next attack with this weapon. Reserve: Link to comment Share on other sites More sharing options...
IntSys Posted June 20, 2019 Share Posted June 20, 2019 A wave of frenzy washed up Vepr-12's body, and she twitched slightly. "Haa... Shield-man, I'll grind your blood beneath my feet!" With a loud stomp, the trigger-happy robot began to fire madly at a battered Taskmaster. Frenzy (Flaw): Every four damaging attacks Vepr-12 use (including counters) will cause her to get reckless and send her into a momentary Frenzy for two turns, during which attacks against her will have their base damage increased by 20%. Every four damaging attacks made during a Frenzy will further increase the duration by one turn. The count is reset once the status is cured or has run out. [Frenzy Count: 1/4, extend duration by one turn if count hits 4.] [Perk] SG - Valkyrie of Belgrade: Counter with ASST-Bound Molot Vepr-12 (2d6+7+0 high velocity damage, lower target's damage by 20% for one turn). Action 1: Vepr-12 uses Survival Instincts, increasing DR by 8 for one turn. Action 2: Vepr-12 fires slugs from her shotgun, dealing 2d6+7+0 high velocity damage to the Taskmaster and lowering its damage by 20% for one turn. Spoiler Survival Instincts: Vepr-12 takes on a defensive stance, protecting herself from incoming damage. +[Con] DR to self for one turn. Critical Cover: Every turn, Vepr-12 will cover the first ally who has equal or less than half of their maximum HP and is about to take damage from an enemy, redirecting the damage to herself with +4 General DR. She will then cover that ally for the rest of the turn. - Base: Redirects all damage from the first ally who has <= 50% MHP and is about to take damage from an enemy until the turn ends. - Level 2: +2 General DR when taking damage for an ally. (No DR boost if the attack goes for Vepr-12 directly) - Level 3: +4 General DR when taking damage for an ally instead. (No DR boost if the attack goes for Vepr-12 directly) Fast Repairs: The killing does not stop for Vepr-12. If it means getting some arbitrary and imaginary high score moments before approaching a "Game Over," she will most certainly be willing to give her 100%. Once per encounter, Vepr-12 can mend her own wounds and restore 80% of her MHP. (29 HP) Anti-Collapse Forcefield: While T-dolls all have basic levels of anti-radiation armor in order to operate outside of the radiation-free Green Zone, they are still prone to erosion from high concentrations of Collapse particles in the Red Zone. In order to mitigate this issue for Vepr-12, a regular patron to the Red Zone in search of ELID infectees, a forcefield module was installed to allow her to brace through high radiation areas temporarily. +9 Energy DR. ASST-Bound Molot Vepr-12 (Perk-backed): A classic multipurpose semiautomatic shotgun produced in the early 21st century by Molot-Oruzhie. Designed as a direct competitor to Saiga-12, it has also seen great use in both hunting and professional shooting. It is essentially integrated into Vepr-12's core using the ASST system, allowing her to wield it with considerable effectiveness. Deals 2d6+[Str]+[Times Vepr-12 has fallen into Frenzy]/4 high velocity damage to one target, and reduces that target's damage by 20% for one turn. Link to comment Share on other sites More sharing options...
Yours Truly Posted June 20, 2019 Share Posted June 20, 2019 Quickly realizing that her bullets were useless against whatever these shadowy things are, Hirata instead decided to run away from the one attacking her, firing at the general direction of the weakened Taskmaster instead to get it away from her friends even as she presumably led some of the Neoshadows to them.Hirata uses the Hyperion Transmurdera on the Taskmaster, dealing 1d4+Dex [7] damage with +12 damage due to her having 3 stacks of firing and -60% miss chance, and also because I forgot that she equipped her Pawādoāmā.Loadout Hyperion Transmurdera: Deals 1d4+[Dex] damage with 60% miss chance, +4 damage and -20% miss chance for each consecutive use(miss chance reduction caps at 60%). Level 2(craft): The first time this weapon is used instead of firing the user may spin up the motor, this counts as two consecutive uses instead of one. If the weapon stacks 6 or more consecutive uses the rubber band has a 50% chance to break and need to be replaced with another. Mashinshinajī: When using robotic or electronic equipment, the effectiveness of a single piece of equipment is boosted by 2, or by [Gm fiat] if No numerical values exist for that piece of equipment. This action does not take a slot. Pawādoāmā: Initially intended to be a carbon copy of the Hybrid Assistive Limb exoskeleton used to make walking less of a chore; a quick break to watch a super sentai show led to it becoming an elaborate non self replicating nanobot based set of transforming clothing that harden in response to physical trauma and automatically form a set of supports to allow her to transcend her previous physical limitations. Grants a +1 bonus to Strength, Constitution, and Dexterity when equipped, takes two slots to equip. The Iron Mask: A porcelain white mask which is said to be anything and everything from a neural function enhancing device, a signal booster allowing one with the proper access codes to take control of the robot that wears this mask, and many other functions. What's known is that it serves as the control device for her suit of nanobot based power armor and the augmented reality monitor for her all white backpack computer/CNC Miller and assembly tool, and that it triggers a dramatic transformation when worn by a certain kind of person. Grants +2 to Doctor Ishi’s Intelligence when equipped. Black Coat: Always fits perfectly. 6 DR vs Corrupting/Void damages. Link to comment Share on other sites More sharing options...
Hal Henderics Posted July 11, 2019 Share Posted July 11, 2019 Akihiro summons another Clone Quote (Trick) Level 1 Active: Clone Jutsu: The user creates an illusory clone of themselves, which looks similar to them, and can seemingly take action. It however, is purely illusory, and cannot affect the world around itself or make sound. Trick Level 1: The user creates an illusory double of themselves with 1 HP. It cannot do anything to affect the world around itself, does not cast a shadow, and makes no noise. Hide contents -Perks Level 3 Byakugan: The user is granted the Passive "Byakugan", which grants them supernatural sight beyond sight. -Actions Level 4 Passive: Byakugan: The user has Sight beyond Sight Perk Level 1: When combat begins, reveal the current health of all enemies. Perk Level 2: One target during combat becomes "Watched", and has it's weakness revealed, if one exists. If the target dies, or has no weakness, another target is automatically chosen Perk Level 3: When a "Watched" target uses an action, that action's description is revealed. Merit Level 4: This passive cannot be locked. (Trick) Level 1 Active: Clone Jutsu: The user creates an illusory clone of themselves, which looks similar to them, and can seemingly take action. It however, is purely illusory, and cannot affect the world around itself or make sound. Trick Level 1: The user creates an illusory double of themselves with 1 HP. It cannot do anything to affect the world around itself, does not cast a shadow, and makes no noise. (Trick) Level 1 Active: Transformation Jutsu: The user transforms themselves into a person or object, taking on it's appearance and proportions. Trick Level 1: The user attempts to disguise themselves as someone or something else. If they take damage, the disguise fails. (Trick) Level 1 Active: Substitution Jutsu: The user replaces themselves with an object, avoiding harm. Requires a target to replace the user with. Trick Level 1: The user sacrifices an item, and dodges an attack. Link to comment Share on other sites More sharing options...
DragonRage Posted July 13, 2019 Share Posted July 13, 2019 Sighing, Zoe sheathes her sword, pulls out her Field Medical Kit, and patches up some of Jack J's wounds, restoring 1d4+3 HP to him. Spoiler Stats: Essence: 4 Constitution: 2 Dexterity: 7 Intelligence: 3 Strength: 2 Synergy: 3 Perks: Precognitive Reflexes: Zoe Walker always knows what’s going to happen ten seconds before it does, giving her a massive advantage in agility and hand-eye coordination in most situations. Whenever she successfully trains a stat, she also trains her future sight, increasing her dexterity by +1. Cassandra’s Tears: Zoe Walker can choose to not use 1 of her moves in a round. In this case, the unused move instead negates an incoming source of harm that would hit her or the vehicle she is piloting. Arcane Backlash: By overdrawing on magic, Zoe Walker has taken some of that magic into herself. Delving too deep into the secrets of fire and time magic have rendered her immune to heat and void damage. She also no longer ages, though this doesn’t alter the durations of effects on her. Get her Monologuing (Flaw): Zoe Walker’s intelligence may not be her highest or second-highest stat. Characters with a higher intelligence than Zoe Walker can choose to spend their full round to get her monologuing. Once this has been done, Zoe will only take actions to talk until she is dealt damage totaling at least 20% of her MHP or an ally spends a full round snapping her out of it. Zoe will only fall for this once per encounter. Actions/Gear: Arming Sword (Level 1, Equipment, Active): Zoe cuts or thrusts with her trusty sword, dealing 1d6 + strength cutting or low velocity piercing damage. Aim for the Squishy Bits (Level 1, Active): Zoe divines the best possible place to attack someone with an equipped weapon and then does it. Make an attack with an equipped weapon or vehicle weapon that has a 10% chance for a x2 damage critical hit. Usable once per round. Field Medical Kit (Level 1, Equipment, Active): Zoe uses her stowed medical supplies and military training to treat a target’s wounds, restoring 1d4 + intelligence HP to them. 1x Burning Purge (Level 1, Active): Zoe uses fire magic to burn all status ailments, debuffs, and diseases from target ally, dealing them 1 heat damage. The target is rendered immune to cold damage for 1 round. This action may be equipped in multiple slots. After use, this action removes itself from the slot it was equipped into. Link to comment Share on other sites More sharing options...
Endlessblaze Posted July 13, 2019 Share Posted July 13, 2019 Stella uses Night shock on Neo-Shadow A, (or, if its dead before her turn the lowest HP Neo-Shadow) Dealing 2d6+Syn Holy/Dark damage Stella has a 33% dodge chance due to Divine FlightStella resist most environmental effects due to Divine FlightThe current antagonist of this plot may mock Stella and her allies due to Color Commentary. Because of this, Stella may randomly be afflicted by Taunt. Link to comment Share on other sites More sharing options...
StormLord Posted July 15, 2019 Author Share Posted July 15, 2019 Music: Spoiler The Maroon Dirge gathers up another smaller sphere of flames that explodes downwards towards Jack J. in a concentrated cone of fire that deals 14 and 11 fire damage. Jack is left with several major areas of full thickness burns and numerous partial thickness burns all over his body. Jack is unconscious at -10 HP. Zoe gets to work on most of Jack’s wounds, healing a decent 7 HP, the scarring is going to be tough. Hirata fires a spray of leaden death towards the Taskmaster, she deals 18 damage as bullets make their way through bent and broken armor. The Taskmaster collapses to the ground and quickly begins fading, motes of light raise up from the body followed by a single faintly glowing sphere that disappears after a moment. Akihiro summons another duplicate a few feet over. Jack sort of lays there in pain slowly bleeding out while the others try to save him. Scarlet pitches in with the healing efforts as well, restoring 8 HP to Jack J. Jack suddenly wakes up, acutely aware of his pain, but still very much alive. The first Neoshadow swipes at Hirata for 8 damage(24 vs 15) and fails to pull her under. Two more swarm Zoe Walker for 7 and 11 damage(17, 12 vs 15), together they manage to pull her to the ground, roiling pools of darkness threaten to pull her even deeper below the floor and beyond. The fourth Neoshadow swipes futilely at Akihiro’s first clone, obliterating it and looking a tad confused. Two more ice spikes fly from the Violet Hymn towards Jack A. and Vepr-12 dealing 11 and 2 damage. Vepr-12 pulls a counterattack for 11 damage and hinders the Violet Hymn. Jack gives Jack a drink as a pick-me-up and restores a whopping 12 HP. Stella fires a blast at the creature pooling around Hirata’s feet dealing 16 damage, She finds that her darkness burns brighter so to speak as black vapors drift up from the rapidly shrinking pool. Vepr-12 adjusts her stance and decides that since her original target is dead, she’ll just shoot what was behind it all along. She deals 18 damage to the Maroon Dirge. Init: Spoiler Average Dex: 4 8 Maroon Dirge 7 Zoe Walker 6 Hirata 6 Akihiro 5 Jack J. 5 Scarlet 4 Neo-Shadows(x3) 3 Violet Hymn 3 Jack A. 1 Stella 1 Vepr-12 Status: Spoiler Zoe Walker: 6/24, Prone(+/-15% damage taken/dealt,), Hirata: 3/22, Akihiro: 24/24, -Clone 2: 1/1, Jack J.: 17/36, 0/18, Prone(+/-15% damage taken/dealt,), Scarlet: 18/36, Jack A.: 17/28, Stella: 10/26, Superheated, Vepr-12: 24/36, Superchilled, 8 DR/all, Neo-Shadow A : -12/35, Dead, Neo-Shadow B : 20/35, Neo-Shadow C : 24/35, Neo-Shadow D : 25/35, Violet Hymn: 41/70, -20% damage done, Maroon Dirge: 24/50, Taskmaster: -11/100, Dead, Link to comment Share on other sites More sharing options...
Hal Henderics Posted July 16, 2019 Share Posted July 16, 2019 Akihiro summons another Clone Quote (Trick) Level 1 Active: Clone Jutsu: The user creates an illusory clone of themselves, which looks similar to them, and can seemingly take action. It however, is purely illusory, and cannot affect the world around itself or make sound. Trick Level 1: The user creates an illusory double of themselves with 1 HP. It cannot do anything to affect the world around itself, does not cast a shadow, and makes no noise. Hide contents -Perks Level 3 Byakugan: The user is granted the Passive "Byakugan", which grants them supernatural sight beyond sight. -Actions Level 4 Passive: Byakugan: The user has Sight beyond Sight Perk Level 1: When combat begins, reveal the current health of all enemies. Perk Level 2: One target during combat becomes "Watched", and has it's weakness revealed, if one exists. If the target dies, or has no weakness, another target is automatically chosen Perk Level 3: When a "Watched" target uses an action, that action's description is revealed. Merit Level 4: This passive cannot be locked. (Trick) Level 1 Active: Clone Jutsu: The user creates an illusory clone of themselves, which looks similar to them, and can seemingly take action. It however, is purely illusory, and cannot affect the world around itself or make sound. Trick Level 1: The user creates an illusory double of themselves with 1 HP. It cannot do anything to affect the world around itself, does not cast a shadow, and makes no noise. (Trick) Level 1 Active: Transformation Jutsu: The user transforms themselves into a person or object, taking on it's appearance and proportions. Trick Level 1: The user attempts to disguise themselves as someone or something else. If they take damage, the disguise fails. (Trick) Level 1 Active: Substitution Jutsu: The user replaces themselves with an object, avoiding harm. Requires a target to replace the user with. Trick Level 1: The user sacrifices an item, and dodges an attack. Link to comment Share on other sites More sharing options...
IntSys Posted July 19, 2019 Share Posted July 19, 2019 That was hardly enough to sate Vepr-12's bloodlust. She stomped the ground one more time, and turned to the Maroon Dirge with a glare as if she were looking at a pile of leftovers blocking an alleyway. Frenzy (Flaw): Every four damaging attacks Vepr-12 use (including counters) will cause her to get reckless and send her into a momentary Frenzy for two turns, during which attacks against her will have their base damage increased by 20%. Every four damaging attacks made during a Frenzy will further increase the duration by one turn. The count is reset once the status is cured or has run out. [Frenzy Count: 3/4, extend duration by one turn if count hits 4.] [Passive] Critical Cover: Every turn, Vepr-12 will cover the first ally who has equal or less than half of their maximum HP and is about to take damage from an enemy, redirecting the damage to herself with +4 General DR. She will then cover that ally for the rest of the turn. - Base: Redirects all damage from the first ally who has <= 50% MHP and is about to take damage from an enemy until the turn ends. - Level 2: +2 General DR when taking damage for an ally. (No DR boost if the attack goes for Vepr-12 directly) - Level 3: +4 General DR when taking damage for an ally instead. (No DR boost if the attack goes for Vepr-12 directly) [Perk] SG - Valkyrie of Belgrade: Counter with ASST-Bound Molot Vepr-12 (2d6+7+0 high velocity damage, lower target's damage by 20% for one turn). Action 1: Vepr-12 uses Survival Instincts, increasing DR by 8 for one turn. Action 2: Vepr-12 fires slugs from her shotgun, dealing 2d6+7+0 high velocity damage to the Taskmaster and lowering its damage by 20% for one turn. Spoiler Survival Instincts: Vepr-12 takes on a defensive stance, protecting herself from incoming damage. +[Con] DR to self for one turn. Critical Cover: Every turn, Vepr-12 will cover the first ally who has equal or less than half of their maximum HP and is about to take damage from an enemy, redirecting the damage to herself with +4 General DR. She will then cover that ally for the rest of the turn. - Base: Redirects all damage from the first ally who has <= 50% MHP and is about to take damage from an enemy until the turn ends. - Level 2: +2 General DR when taking damage for an ally. (No DR boost if the attack goes for Vepr-12 directly) - Level 3: +4 General DR when taking damage for an ally instead. (No DR boost if the attack goes for Vepr-12 directly) Fast Repairs: The killing does not stop for Vepr-12. If it means getting some arbitrary and imaginary high score moments before approaching a "Game Over," she will most certainly be willing to give her 100%. Once per encounter, Vepr-12 can mend her own wounds and restore 80% of her MHP. (29 HP) Anti-Collapse Forcefield: While T-dolls all have basic levels of anti-radiation armor in order to operate outside of the radiation-free Green Zone, they are still prone to erosion from high concentrations of Collapse particles in the Red Zone. In order to mitigate this issue for Vepr-12, a regular patron to the Red Zone in search of ELID infectees, a forcefield module was installed to allow her to brace through high radiation areas temporarily. +9 Energy DR. ASST-Bound Molot Vepr-12 (Perk-backed): A classic multipurpose semiautomatic shotgun produced in the early 21st century by Molot-Oruzhie. Designed as a direct competitor to Saiga-12, it has also seen great use in both hunting and professional shooting. It is essentially integrated into Vepr-12's core using the ASST system, allowing her to wield it with considerable effectiveness. Deals 2d6+[Str]+[Times Vepr-12 has fallen into Frenzy]/4 high velocity damage to one target, and reduces that target's damage by 20% for one turn. Link to comment Share on other sites More sharing options...
kj1225 Posted July 19, 2019 Share Posted July 19, 2019 With an annoyed grunt, Jack pulls the tiny asian back and shoves his bottle into her mouth, Making her drink. Spoiler HP:28 Moves: 1 Stats: 21 allocated Essence: 8 Constitution: 4 Dexterity: 3 Intelligence: 0 Strength: 6 Synergy: 0 Perks: Level 2: The Enterprise: A twelve gun frigate, outfitted with a mysterious device of Cephalopod origins. Hit them with almost a broadside!: Gives access to the action “Almost a broadside.” Flaw: Hunting Pirates: Periodically Jack is attacked by groups of pirate hunters. Goals: Actions: 5 slots 1 free actions -Actives Perk Backed: Almost a Broadside: Jack orders The Enterprise to fire Almost all the cannons on an enemy dealing 5d6+Dex+Quests. Starts on cooldown, 3 turn cooldown. DRINK!: Jack offers an ally a drink (read: forces them to down a shot of grog) Healing them for 1d4+Ess Health. SET SAIL AND CONQUER!: Jack lets out a rallying cry, which only one companion can really understand the gist of. They gain ½ ESS damage for a turn. Midget Saw: Jack flings his trusty monkey, Saw, at an enemy, reducing their damage by ½ his Ess or a turn Surrender Thy Booty!: Jack gets uncomfortably close to an enemy and quickly steals something from their pocket. -Passives Enemy of Squids: Being a natural enemy of squids, Jack deals 5 more damage when fighting cephalopods. -Trumps Equipment: Sword sheath: A place for storing a sword. When equipped, “Cutlass” doesn’t use an action slot. Does not take up an action slot. Cutlass: No proper pirate goes without one! Deals 2d6+STR damage. Grog: Is this even edible...? The first STR attack dealt by Jack in combat deals an extra 3 damage. Angry Coachgun: Deals 1d4+[Dex/2] damage to one target, the user may choose to deal double damage with this weapon, doing so requires an action be spent reloading before the next attack with this weapon. Reserve: Link to comment Share on other sites More sharing options...
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