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NECRONOMICOMICON [Trespassers DC Subplot]


DragonRage

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Aquila was very much ready to retort that he was in fact new, but the exclamation confused him enough to make him turn around. When he did that, he froze as his blood ran cold. If he were a smarter man, or perhaps a dumber one, he'd question why she was here. But, that didn't run through Aquila's head. Rather, it was the rush of blood as fury filled him at the silent threat presented. And so Aquila responded in kind, ignoring the others or perhaps the anger and hate not allowing him to take note of them as he charged forward, which turned into a flying tackle to knock the Peacekeeper to the ground before using his shield to beat her pretty damned face into a pulp.

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Freya freaks out…

 

Thunderlord sprays and prays.  Good thing the convention nerds booked it once Spider-Man came in through the ceiling.  The Hydra is staggered by the incoming fire, oddly susceptible, until Thunderlord is forced to hold her fire by…

 

Scout Skipper zipping in at high speed and smashing Doctor Acula over the back of the head!  The mad vampire’s head snaps to the side as he flinches from the hard hit…

 

And then Aquila hits the Peacekeeper like Thor hitting a Frost Giant.  He body-slams the would-be assassin to the tiles and starts smashing her face in with his shield, over and over, as her helmet starts to deform under the abuse…

 

“That’s not possible…”  Danielle Moonstar whispers in confusion, “You can’t hurt a demon with normal weapons…  It’s not possible…  So it’s not…  Oh no.”  She closes her eyes, face screwed up in concentration.

 

Doctor Acula, the Purifier Templar, the Hydra, and the Peacekeeper vanish, as if they were never there, and Danielle falls to her knees in shocked despair.

 

“It wasn’t the bear.  Maybe it never was the bear, not after the first time.  It was me.  It was always me…”

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Aquila's handling of the situation... well, the damage had been done, he was confused, he was angry, and worst of all one of his friends was upset about a bear or something. He didn't understand why, but he was more than willing to help her kill it later when they didn't have some first rate jackass hovering around. Aquila jumps to his feet, and turns back to mutant on the ground and yelling at her. "Now isn't the time! You can be upset about your bear later but right now we have a fight to win!"

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Thunderlord looks about, still in full combat mode. The barrel of her machine gun swings over the crowd, searching for the Hydra. She'd never seen one teleport that quickly, but that didn't necessarily mean it hadn't happened. She heard Danielle saying something in the background, but she was focused on tracking down the most pressing current threat. It took her a short time to determine it had in fact left the area (as far as she could tell,) which meant whipping about to focus on the position of their primary target here. It only took her a moment to get a bearing before dashing towards the so-called Necromaster, immediately attempting to leap at him and pin him down. 

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  • 4 weeks later...

Freya

 

As the young Necromancer expected, there was no answer from the woman. Except the actual reason for why there wasn't an answer was completely different. It wasn't silence on her part... She just vanished. Like she wasn't even there to begin with. As expected, Freya's first reaction to this change of events was to blink in surprise, the realization slowly dawning on her that the Purifier was never real. At least, not right now, which in hindsight actually made sense.

 

Another bit of realization came in the form of her remembering the situation they were in. Specifically the entire Necromaster thing. She couldn't be sure if that illusion was his fault or not, but it was best to make sure he didn't try anything funny. So, as soon as she remembered the situation, Freya silently ordered Dyno to move in, the bear now ignoring Danielle's cries of horror and dread as it reared back, before jumping at full force at the Necromaster. Not to generally hurt him, as Freya was still ordering, but simply to make sure he didn't try to run.

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As events in Brockton Bay come to a close, Harry, Sha'tith, and Stretch happen to be close to each other when a letter materializes amongst them, hovering in midair until Stretch curiously grabs it and opens it.

 

"Greetings, Sha'Tith, Harry, and Stretch.  You may not have heard of me, but I have heard of you.  I am Doctor Strange, Sorcerer Supreme of Earth 42.  I recently contacted your group about assisting me in resolving certain issues with a rogue sorcerer.  However, events have progressed beyond the scope of my original predictions and...  It is not unlikely that they will need a bit more firepower, and significant medical attention, before the end.  If you wish to assist, I have provided transportation."  A ring of sparks appears, hovering in the air before them.  And on the other side, a clean if slightly battered stall that Harry would recognize as a mall changing room.

 

--------------------------------------------------------------------------

 

"Ahhhh!"  Necromaster makes some strange gestures and an animated skeleton appears out of nowhere before him.  Dyno mulches the skeleton, but it gives Necromaster enough time to run for it and climb up onto a nearby stage.  "Er, (huff puff), heroes!  I, Necromaster, will not fall for your cheap tricks!  You will bow before my mancy of Necromastery!  Er, mastery of necromancy!"

 

Initiative:

Spoiler

Spider-Man

Danielle

Necromaster

Scout Skipper

Thunderlord

Danielle

Aquila

Stretch

Freya

Harry

Sha'tith

Status:

Spoiler

Spider-Man:  50/200, The Flu, Broken Glass

Danielle Moonstar:  30/30, Nervous Breakdown

Necromaster:  ?/?, Greasy

Alan:  Not currently in the mall, but still possibly able to help somehow?  Maybe?

Scout Skipper: 30/30, healthy

Thunderlord:  13/13, healthy

Aquila:  38/38, healthy

Stretch:  36/36, healthy, in the Macy's changing room

Freya:  20/20, healthy

Harry:  42/42, healthy, in the Macy's changing room

Sha'tith:  36/36, healthy, in the Macy's changing room

 

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Sha'Tith starts trying to find his way out of Macy's and into the fight.

 

Spoiler

Essence: 3

Constitution: 8

Dexterity: 1

Intelligence: 2

Resistance: 1

Strength: 6

Synergy: 1

 

Loadout:
 

Flame Breath: Breath a massive gout of fire on a nearby enemy.

Deal 2d6+[Ess] fire damage to one target, counts as a breath attack, this attack cannot be dodged.

(Paired with Worn Blade)

 

Lemurian Claws: Rip and tear, rip and tear.

Deal 2d6+[Str] damage to one target, this attack ignores up to 4 points of Res.

-Level 2 +1d6 damage.

-Level 3 +1d6 damage.

 

Bully: Roar and charge.

Sha’Tith taunts one target for one round forcing them to include him among their attack/debuff targets.

-Level 2: May be used in reverse to intimidate enemies making them not target Sha'Tith, has no effect on enemies immune to fear.
 

Extra Pockets: You can never have enough pockets.

Gain two action slots that can only be used for equipment with passive effects.

 

Ukulele: ...And his music was electric.

When you attack fire three lightning bolts that deal 1d6 electrical damage each, cooldown=2.

-Level 2 -1 Cooldown.

-Level 3 +1 Bolt.

 

Barbed Wire: Back off.

At the start of each of your turns deal 1 pure damage to up to three different targets.  Pure damage cannot be reduced or prevented in any way.

 

Worn Blade(paired with another action): an old knife found under a bed in the OW safehouse.

When the paired action is used it makes the target bleed(or leak any other vital fluid) for 1d4 additional damage.

 

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"Stand down and you may not be purged." Thunderlord opened fire on the Necromaster, largely aiming to scare and or incapacitate (without real care as to whether said incapacitation was permanent) rather that immediately ripping his torso open with machine gun fire. Has this fool fallen that far into the Darkness already? It worried her that such an ability had appeared here, though perhaps it was a more common one in this world than what she could recall. Which was fairly little, but she remembered being able to conjure minions from the air as being an ability possessed only by very twisted creatures. 

 

Fire Thunderlord at Necromaster, as nonlethally as a light machine gun can be fired.

 

 

 


Name: Thunderlord
Age: ?
Gender: F
Sex: N/A
Race: Some midpoint of Exo and T-doll
 
Appearance: A mottled, tattered cloak in blues and grays conceals most of Thunderlord's appearance at a glance, though a black box of some variety lies haphazardly across the left side of the back and shoulder - it might be some kind of radio. The blue, gray, and black color scheme continues across her clothing, which is simple, practical, and suitable for long journeys. It emphasizes ease of movement over protecting the wearer, though it still does the latter. Her eyes are an electrical blue, and while she is quite short at only 4'7", she has a presence that gives one the impression of much greater height. She is never seen without her namesake weapon.
 
Personality: Quiet and quite grounded, if occasionally too occupied with thinking about the future to deal with the present. Enjoys exploration of both places and ideas. Liable to act without actually telling anyone what she's doing.


HP: 13

Current Merit: 0

Total Merit: 0
 
Stats:

 

  • Essence: 3
  • Constitution: 1
  • Dexterity: 7
  • Intelligence: 3
  • Resistance: 1
  • Strength: 1
  • Synergy: 2

 
Perks:
They Rest Quiet on Fields Afar. . .: Grants the soulbound item "Thunderlord."
. . .For This Is No Ending. . .: Thunderlord has HP and all HP-boosting effects reduced by 40%, but will resurrect a full turn after taking lethal damage, once per encounter.
. . .But The Eye: Whenever Thunderlord is resurrected, she regains the usage of all actions that are usable more often than once per encounter, and all ramping actions are set to their maximum.
 
Flaw: No Firewall: Thunderlord's various firmwares are designed to fend off completely alien networks and interface with virtually any human network. As a result, she is vulnerable to cyberattacks, and enemies lacking any explicit ones but having the capability can use an action to roll an opposed INT check to stun her for a round.
 
Actions:
 
-Actives
Flickshot: Thunderlord rakes her fire across the enemy's weak point, dealing increased damage. Doubles critical chance on wielded weapons, and deals an extra die of damage should the weapon not have a critical chance.  2 turn cooldown.
 
Akimbo: Snaps off a shot with a one-handed weapon as a free action. 3 turn cooldown.

 

Agility: Thunderlord dodges and mitigates incoming attacks, granting a pool of temporary HP equal to her DEX. This temporary HP does not stack or decay.


-Passives
One with the Gun: Adds half of Thunderlord's INT to crafting attempts involving firearms. Double this bonus if it is a light machine gun or similarly-sized weapon.
 
-Trumps
 
 
Equipment:
Thunderlord: A powerful machine gun, and the chassis around which this particular T-doll was designed. It has a devastating combination of damage and rate of fire, each shot increasing the speed with which the next arrives. Deals (1+n)d8+DEX damage, where n is the number of times the weapon has been attacked with previously, up to a maximum of 2+the number of worlds that Thunderlord has cleared. Damage resets if the user does not fire it at least once in a round. (Worlds Cleared: 0)
-Soulbound
-Merit Level: Increases die to 1d10. This is the maximum die size for this weapon.
 
Incredibly Old Cloak: Has a lot of. . . character. Increases wearer's DEX by 1 for the purpose of saves and other evasive purposes, and 2 for the purposes of stealth.
 
Throwing Knife: An old, but well-cared for knife balanced for throwing. Deals 1d4+DEX damage. 25% crit chance if used at range.
 

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"Well that was disappointingly short, but if we're needed elsewhere. . .what can one do." Harry stepped through the portal into the changing room. Why a changing room? Probably to hide their arrival, he supposed, in case anyone cared about strange people popping through a portal.

 

After making sure that the portal is closed behind him, Harry stepped out of the changing room, and into the mall. So mundane! Rather retro in style, but it was a mall like any other.

 

Rather than rushing out for who knew what reason like Sha'Tith--their assistance might be necessary within the mall, or later, not atht the moment--Harry began a calmer search for the action. He wouldn't tarry however.

 

Spoiler

HP: (Con*2)+20=42

 

Essence: 1

Constitution: 11

Dexterity: 1

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

Resistance:  3 (+9)

Strength:  3

Synergy: 1


Perks:

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

Advanced Biotechnology: Harry regains 10% MHP per turn.

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

 

 

Flaw:

Combat Surgeon's a dangerous job: For one round after Harry heals an ally, he will be hit by a copy of the first attack made against the ally that he healed. If he used a multiheal, he simply takes a copy of the first three attacks made against the subjects of the multiheal.

 


Actions: (6 combat slots)

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

Level 2: This heal now has first strike.

Level 3 (trick, 29 v 1, 6): Heals by 2d4+INT

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

 

Speedy Prognosis: Harry gets one extra turn per combat round, only allowed to be used for healing actions (no attacking actions, maybe no buffing). Nonupgradeable, and cannot be duplicated.

 

 

Jump Start: If an ally has been brought to 0 HP within the last two rounds, Harry, using a combination of a large adrenaline injection, a small electric defibrillator, and a bunch of cellular regeneration compounds, may bring that ally back to life at half health. Once per world cooldown, and won't work if the ally has been completely incinerated or something similar.

 

D'Arnet's Modern Military Medical Procedures Digital+Field Kit: Whenever Harry is faced with a problem he is having difficulty with, he consults this eleven thousand page book on his compad, where there are clear and concise instructions for unusual situations, with even speculative ideas about Xenobiology. It even contains an advanced human being analogue program, used for field tutorials and for estimating the effects of chemicals on human physiology. Harry may be brilliant, but even he needs a compilation of all the knowledge he can get, and tools. Grants +3 to INT when treating wounded. Lets the user heal a target by 1d4+INT.

 

ADVENT Plasma Rifle: 3d6 + INT damage, INT % chance to deal double damage.

 

 

 

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Aquila really wasn't in the mood for chasing down an overweight wizard. It'd just look bad for everyone involved. So he quickly jumps on the stage and takes a whack at Necromaster with his Katana Internally glad he chose to incribe it with Kosi's rune.

 

Spoiler

HP: 38
 
Essence: 1
Constitution: 9
Dexterity:6
Intelligence:  0
Resistance: 7
Strength: 11
Synergy:  0
 
Perks: Spirit of the Blood Eagle: Damage generated by the user's abilities is converted to THP, this pool is only used when attacked by enemies.

Target lock: Grants the move “Dueling Target”


 Advanced Autobrewery Syndrome: Being far more fun while drunk, the user gains morale bonuses to checks after consuming any edible food item, however, one encounter after that, their health is obscured due to drunkenness.


 
Actions: Slots 7
-Actives
(Perk Backed) Dueling Target: Marks an enemy. That enemy takes 1.5x more damage from Aquila and deals half damage to him. Can only affect one target. Free action.

Groin attack: Knocks the air out of an enemy. Deals 1d6 damage and if the target fails a STR v CON check they're action locked for two turns.

Remember the basics of CQC: Aquila stops worrying about little things like getting hit, dealing and taking doubled damage from single target attacks. He can end the rage at will, causing him to deal 25% less damage for the rest of combat.
 
-Passives
 Kosi-chan's Happyfun Doublethink Portable Schoolhouse of Wizard Booms 0/20 (Level 1, Trick, Passive):  "Ehehehe...  You're so cute, Aquila-kun!  i WaNt To WaTcH yOu BrEak!  But then you wouldn't be so cute anymore.  I guess I'll have to teach you to read instead!"  If Aquila takes this action into battle, he can declare that he's inscribed one of his weapons with Kosi-Chan's Explosive Runes.  The first time an inscribed weapon is used to attack in an encounter, it hits a second random, literate enemy in the encounter with an explosion that does as much damage as the weapon would have.  When 20 people have been damaged in this way, all the practice writing Kosi-Chan's Explosive Runes lets Aquila become literate in a language he speaks.
Energy Rising: Every time the user is hit by ANY magic ability, they take 2 damage, and deal 1 extra damage.


-Trumps
Revenge:  Aquila has a meter with points equal to his Health. Every time he takes damage without countering he gains points equal to damage taken/dealt. When the meter is full he gains temporary hitpoints equal to his maximum health and his damage is increased by 1.5x for three turns. Can only trigger once a fight.
 
 
Equipment:
 Imhotep's Shield - This probably magical item gleams with a faint, inner light.  Provides a +[str/2] bonus to resistance while equipped. +2 res when Fighting against invaders from a faraway place, defending newfound allies, defending friends who are not fighting alongside the user, protecting the current world from destruction.
Modern Crusade Armor: A suit of armor made from modern materials, and most importantlyit fits his asthetic. +3 RES, doubled against bullets.

+1 Intermittent Vorpal Katana of Swiftness (Level 2, gear):  This magic sword was created by shoddy gnomish contractors to be sold as a genuine Nipponese +3 Vorpal Katana and upgraded with Precursor technology by Law.  It deals 2d6 + strength + 1 damage, and when you attack with it roll 1d20, or 2d20 if this is the first time you've attacked with it in an encounter.  If a 20 is rolled on the d20, the attack deals pure damage.  If a 1 is rolled on the d20, the attack deals no damage

 

Reserve:

Captain Bullseye's sword: An old  sword from a now dead XCOM Ranger. The sword is in surprisingly well kept condition, and will probably be a lot better in Aquila's hand from now on. Deals 2d6+Dex damage.

Trusty Flail: A piece of metal on a chain attached to a handle. 2d6+Str damage.
 

 

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Freya

 

"Seriously, come on!" Freya shouted when Dyno began munching on a skeleton instead of doing what she had ordered him to do. And now the "Necromaster" was now yelling that they would bow before his mastery of Necromancy... After summoning a single skeleton. If the young girl had any pride in her work, she would've been insulted by the insinuation of that showcasing one's mastery of the art.

 

... Scratch that, she was insulted. So, with a sigh of defeat, Freya lifted her staff into the air. Then she slammed the end into the ground, causing the very foundation to rumble as the ground itself began to tear its way to the surface, a collection of humanoid dirt constructs clawing their way to the battle. Dyno, on the other hand... Continues to munch on the skeleton, making sure that it is both a delectable treat and very much out of the fight.

 

Freya spends her turn using Natural Requiem, summoning a grand total of 28 zombies from the ground, each with (1d4) HP, that act on her turn. 

 

Freya loadout

Spoiler

Stats:
Essence: 7
Constitution: 0
Dexterity: 2
Intelligence: 3
Resistance: 2 
Strength: 0
Synergy: 7

 

Slots: 5/5

 

Action:

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

 

Passive:

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

 

Trump:

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

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

 

Equipment:

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

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

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

Level 5: Soul Roses: Gains [SYN] Temporary HP, that can only be refilled at the cost of 3 Soul Roses (so essentially you get 3 less each combat if you lose all of the temp HP)

 

Minions:

Dyno

 

Dyno sheet

Spoiler

Dystoan Drop Bear
Str:  14
Dex:  2
Int:  0
Syn:  0
Ess:  0
Cons:  14
Res:  -1
 
HP:  48
 
Abilities:
Pounce (level 4):  The drop bear makes a strength check against the target's strength, and on a success Pins them.  Pinned enemies can only use actions on themselves or the drop bear, and cannot leave combat.  The drop bear cannot miss them with actions.  Should somebody else try to use actions on anyone participating in a pin, the attack has a 50% chance to hit the other being in the pin.  The drop bear can only pin 2 people at once.  If the drop bear is forced to move, the pin ends.  The drop bear cannot pin things larger than it is.
 
Rend (level 4, passive):  The drop bear deals 2d6 + strength damage at the beginning of its turns to anyone it has pinned.
 
Claw Strike (level 2):  The drop bear claws target enemy for 3d6 + strength damage.
 
Drop Bear (level 2):  The drop bear automatically wins opposed checks if its victim is unaware of its presence.
 
Stealthy Approach (level 1):  If the drop bear has not acted this combat, it will hide from enemies, becoming impossible to detect without superhuman senses.

 

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  • 3 weeks later...

Stretch's reply to Doctor Strange was without any hesitation, an excited clap of his hands (which just then bounced off of each other) followed by a salute that then bounced off of his helmet. "Alright, Strange guy! You can count on me! I'll help everybody that needs helping!" He grinned and then, as Dr. Strange opened up the portal, Stretch performed what could be described as an "interesting maneuver": instead of walking through the portal that Dr. Strange had made, Stretch, well, stretched his torso through it, and then flowed through the portal as his elongated body slightly undulated, a motion that was uninterrupted as he continued to move through the now-crowded Macy's stall. An advantage of the sinuous motion of his stretched body was that he took up surprisingly little volume as he moved, his entire body a swaying line that slipped simultaneously through the portal and out the stall as Stretch exited into the mall.

Stretch enters the battle!

 

Spoiler

Stats:

Essence: 4

Constitution: 8

Dexterity: 2

Intelligence: 0

Resistance: 0

Strength: 1

Synergy: 6

 

Perks:

True Diamond Soul: Lodged in Stretch's soul is a diamond, and this means that he is constantly being pumped with true diamond mana, and therefore constantly regenerating from whatever wounds he may receive. He also can push himself to heal faster, but this invariably results in him being thrown off-kilter and impaired for a little while. Stretch has a base HP regeneration rate of [CON/2], and may alter this by sacrificing (or unsacrificing) stats, leading to a total HP regen rate of [CON/2]+[Sacrificed Stats/2]. 

 

The Softness of Diamond: Aside from true diamond mana, Stretch has been absolutely saturating himself with normal diamond mana for his entire life, and this has resulted in the man becoming very, very elastic and very soft. It's essentially impossible to meaningfully harm him through blunt force because of this, through a combination of harmless squishing and stretching. Stretch gains 2*[SYN] RES against blunt force attacks.

 

Tenacious Inspiration: If there's one thing that can honestly be said about Stretch, is that he just doesn't really understand the concept of giving up on something. Once he really gets his heart set on something, the elastic man is so singularly single-minded that repeated frustration will just lead to him ramming his head against the problem until a bolt of inspiration strikes him. The user may opt to be given a challenge or condition when attempting something.  the roll then determines the challenge or condition, when fulfilled, the action in question is considered a success.

 

Flaw: Cutting the Knot: Softness is a two-edged sword, and sometimes Stretch can come up against this other edge. It's hard to use blunt force to harm him, but it's pretty easy to slash through something soft -- like a knife through warm butter, as the saying goes. Stretch takes extra damage equal to [1.5*his SYN] when hit with a slashing attack.

 

 

Actions:

-Actives

Diamond Magic Juice: Stretch directly applies a significant quantity of Diamond Magic Juice to his target, whether they be friend or foe -- and accordingly, this has the twin effect that Diamond Magic Juice has, both healing the target's wounds and making their flesh softer. This can be a double-edged sword, but Diamond Magic Juice, Stretch would be quick we to insist, is really fuckin' cool, man. Stretch both heals the target for 2d4+SYN damage AND decreases their RES by 2 for 2 turns, which can, in fact, turn their RES negative.

 

Stretch Shield: Stretch stretches to shield an ally with a shield that is Stretch; that is to say, he positions himself in front of an ally and stretches himself out super wide so it's impossible for the enemies to hit that person. They would very much literally have to go through him. Stretch selects an ally; until Stretch's next turn, all attacks aimed at that ally are instead taken by Stretch.

 

Bouncing Strike (Level 3): Stretch deals out a punch, kick, or headbutt, at the end of a stretched arm or leg or head, bouncy fellow that he is. If he's been punched or stabbed, however, the attack gets even stronger -- as the hit body part flies back and then elastically snaps back with a vengeance!

Does 2d6+STR damage, 4d6+STR damage if Stretch was hit by a physical attack in the last turn.

Level 2: Attack upgraded from 1d6+STR damage to 2d6+STR damage

Level 3: Attack now deals 4d6+STR damage if Stretch was hit by a physical attack in the last turn.

-Passives

 

Life Stones: As a matter of course, Stretch tends to create a ton of something he calls a "magic life stone" -- it's a chewy light blue thing in the shape of a rock (and which in all fact was created through Diamond mana further attuned to rocks), which heals you after you eat it. He enjoys making these and tends to come out of encounters with a few. At the end of every encounter, Stretch receives three "Life Stones", which are healing items that heal 8 HP and can be stacked up to three in a single loadout slot.

 

Equipment:

Blue Elitium Pot Helmet: It's a helmet made of the Blue Elitium material -- that is to say, White Elitium damaged with diamond mana and then promptly pasted over again in order to make it less trash. In effect, it's a remarkably sturdy helmet with softer insides and a bizarre shape. +3 RES when equipped.

 

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  • 3 weeks later...

Spider-man fires webs at Necromaster, adhering his feet to the ground!  "Stick around, Jared."

 

Danielle hugs her knees and shakes.

 

Necromaster fires a strange, black ray at Thunderlord, as he does not wish to be shot!  It doesn't hurt, but somehow everything feels heavy.  To Thunderlord, it's like she's suddenly moving through thick syrup, and all her gear weighs half a ton.  Thunderlord has been afflicted with Ennervate, reducing her physical damage output by 16!

 

Thunderlord blasts away at Necromaster, but thanks to being Ennervated, she can barely lift her namesake gun, let alone hold it steady!  Bullets pepper the area in front of Necromaster, who yelps and flinches backward... but manages to not fall on his butt.

 

Danielle cries a little.

 

Aquila draws his mighty magic katana, and slices into Necromaster, dealing 21 damage!  Necromaster screams in pain and starts bleeding lightly, a deep rent carved into his clothes.  

 

Stretch exits the Macy's!

 

Freya calls up a massive horde of zombies!  They have 77 HP!

 

Harry exits the Macy's!

 

Sha'tith exits the Macy's!

 

Initiative:

Spoiler

Spider-Man

Danielle

Necromaster

Thunderlord

Danielle

Aquila

Freya

Harry

Stretch

Sha'tith

 

Status

Spoiler

Spider-Man:  50/200, The Flu, Broken Glass

Danielle Moonstar:  30/30, Nervous Breakdown

Necromaster:  ?/?, Greasy, pinned legs, 21 damage taken

Alan:  Not currently in the mall, but still possibly able to help somehow?  Maybe?

Scout Skipper: 30/30, healthy

Thunderlord:  13/13, healthy, Ennervate (-16 physical damage dealt)

Aquila:  38/38, healthy

Stretch:  36/36, healthy

Freya:  20/20, healthy

Zombies:  77/77, undead, 28 zombies.

Harry:  42/42, healthy

Sha'tith:  36/36, healthy

 

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Aquila circles Necromaster in a manner akin to a predator eyeing a meal. Or at least someone cutting off the ability to run away. "Just give it up! You don't have the guts to finish this fight and you'll just lose the ones you do have anyway if you keep this up!" If he doesn't see reason, Aquila marks him, and then attacks him again.

 

Aquila loadout

Spoiler

HP: 38
 
Essence: 1
Constitution: 9
Dexterity:6
Intelligence:  0
Resistance: 7
Strength: 11
Synergy:  0
 
Perks: Spirit of the Blood Eagle: Damage generated by the user's abilities is converted to THP, this pool is only used when attacked by enemies.

Target lock: Grants the move “Dueling Target”


 Advanced Autobrewery Syndrome: Being far more fun while drunk, the user gains morale bonuses to checks after consuming any edible food item, however, one encounter after that, their health is obscured due to drunkenness.


 
Actions: Slots 7
-Actives
(Perk Backed) Dueling Target: Marks an enemy. That enemy takes 1.5x more damage from Aquila and deals half damage to him. Can only affect one target. Free action.

Groin attack: Knocks the air out of an enemy. Deals 1d6 damage and if the target fails a STR v CON check they're action locked for two turns.

Remember the basics of CQC: Aquila stops worrying about little things like getting hit, dealing and taking doubled damage from single target attacks. He can end the rage at will, causing him to deal 25% less damage for the rest of combat.
 
-Passives
 Kosi-chan's Happyfun Doublethink Portable Schoolhouse of Wizard Booms 0/20 (Level 1, Trick, Passive):  "Ehehehe...  You're so cute, Aquila-kun!  i WaNt To WaTcH yOu BrEak!  But then you wouldn't be so cute anymore.  I guess I'll have to teach you to read instead!"  If Aquila takes this action into battle, he can declare that he's inscribed one of his weapons with Kosi-Chan's Explosive Runes.  The first time an inscribed weapon is used to attack in an encounter, it hits a second random, literate enemy in the encounter with an explosion that does as much damage as the weapon would have.  When 20 people have been damaged in this way, all the practice writing Kosi-Chan's Explosive Runes lets Aquila become literate in a language he speaks.
Energy Rising: Every time the user is hit by ANY magic ability, they take 2 damage, and deal 1 extra damage.


-Trumps
Revenge:  Aquila has a meter with points equal to his Health. Every time he takes damage without countering he gains points equal to damage taken/dealt. When the meter is full he gains temporary hitpoints equal to his maximum health and his damage is increased by 1.5x for three turns. Can only trigger once a fight.
 
 
Equipment:
 Imhotep's Shield - This probably magical item gleams with a faint, inner light.  Provides a +[str/2] bonus to resistance while equipped. +2 res when Fighting against invaders from a faraway place, defending newfound allies, defending friends who are not fighting alongside the user, protecting the current world from destruction.
Modern Crusade Armor: A suit of armor made from modern materials, and most importantlyit fits his asthetic. +3 RES, doubled against bullets.

+1 Intermittent Vorpal Katana of Swiftness (Level 2, gear):  This magic sword was created by shoddy gnomish contractors to be sold as a genuine Nipponese +3 Vorpal Katana and upgraded with Precursor technology by Law.  It deals 2d6 + strength + 1 damage, and when you attack with it roll 1d20, or 2d20 if this is the first time you've attacked with it in an encounter.  If a 20 is rolled on the d20, the attack deals pure damage.  If a 1 is rolled on the d20, the attack deals no damage

 

Reserve:

Captain Bullseye's sword: An old  sword from a now dead XCOM Ranger. The sword is in surprisingly well kept condition, and will probably be a lot better in Aquila's hand from now on. Deals 2d6+Dex damage.

Trusty Flail: A piece of metal on a chain attached to a handle. 2d6+Str damage.

 

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  • 2 weeks later...

Sha'Tith exits the Macy's and quickly pushes through the crowd and into the "arena" of the fight to hear Aquila's piece.
"You will not spill this creature's innards!"
Sha'tith draws his ukulele, crackling with electricity, and leaps forward onto the stage.
"If I spill them first!"

He passes an expression of widely barred teeth over Aquila and then leering towards the Necromaster, a grin of sorts.  Probably.

 

Should the Necromaster not be incapacitated Sha'tith uses Bully to taunt him.

As a bonus action he then uses Flame Breath dealing 2d6+3 fire(cannot be dodged)+1d4 bleed damage.

Ukulele strikes dealing 1d6 electric damage 4 times.

Barbed Wire deals 1 pure damage.

 

TL;DR Necromaster is taunted and takes 2d6+3 fire damage, 1d4 bleeding damage, 1d6x4 electric damage, and 1 pure damage.

 

Spoiler

Essence: 3

Constitution: 8

Dexterity: 1

Intelligence: 2

Resistance: 1

Strength: 6

Synergy: 1

 

Loadout:
 

Flame Breath: Breath a massive gout of fire on a nearby enemy.

Deal 2d6+[Ess] fire damage to one target, counts as a breath attack, this attack cannot be dodged.

(Paired with Worn Blade)

 

Lemurian Claws: Rip and tear, rip and tear.

Deal 1d6+[Str] damage to one target.

-Level 2 +1d6 damage.

-Level 3 +1d6 damage.

-Level 4 +1d6 damage.

-Level 5 +1 dice step.

 

Bully: Roar and charge.

Sha’Tith taunts one target for one round forcing them to include him among their attack/debuff targets.

-Level 2: May be used in reverse to intimidate enemies making them not target Sha'Tith, has no effect on enemies immune to fear.
 

Extra Pockets: You can never have enough pockets.

Gain two action slots that can only be used for equipment with passive effects.

 

Ukulele: ...And his music was electric.

When you attack fire three lightning bolts that deal 1d6 electrical damage each, cooldown=2.

-Level 2 -1 Cooldown.

-Level 3 +1 Bolt.

 

Barbed Wire: Back off.

At the start of each of your turns deal 1 pure damage to up to three different targets.  Pure damage cannot be reduced or prevented in any way.

 

Worn Blade(paired with another action): an old knife found under a bed in the OW safehouse.

When the paired action is used it makes the target bleed(or leak any other vital fluid) for 1d4 additional damage.

 

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Freya

 

As soon as the undead forms clawed their way out of the ground, all of them began shambling towards the Necromaster, a single thought from Freya driving them to subdue the so called 'Master of Necromancy'. At the same time, Dyno finally tore the skull off of the skeleton, tossing it to the side as it turned its focus back onto the Necromaster, slowly advancing on the boy, along with everything else.

 

The young Necromancer herself, instead of joining in the fight, began running over to the downed Spider-Man, being careful not to touch the broken glass that surrounded him as she bent down, flinching as she got a good, closer look at his wounds. Strange, considering she was used to dealing with wounded corpses, but something about a living person, especially one that seemed good... Always unnerved her. Regardless, him being on the floor here was not exactly helpful to anyone, especially not for himself, considering how he looked, "Hey there, um, Spider-Man? You think you could move if I gave you a bit of help?"

 

Freya goes to, maybe, help Spider-Man through offering a helping hand, while her 28 zombies move in and attack the Necromaster for 1d2+2 damage each. Should the Necromaster still be up, Dyno will use Pounce on the mage, forcing a strength v strength check (Dyno has 14 strength). If Dyno wins the check, the Necromaster will be pinned. 

 

Freya

Spoiler

Stats:
Essence: 7
Constitution: 0
Dexterity: 2
Intelligence: 3
Resistance: 2 
Strength: 0
Synergy: 7

 

Slots: 5/5

 

Action:

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

 

Passive:

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

 

Trump:

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

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

 

Equipment:

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

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

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

Level 5: Soul Roses: Gains [SYN] Temporary HP, that can only be refilled at the cost of 3 Soul Roses (so essentially you get 3 less each combat if you lose all of the temp HP)

 

Minions:

Dyno

 

Dyno

Spoiler

Dystoan Drop Bear
Str:  14
Dex:  2
Int:  0
Syn:  0
Ess:  0
Cons:  14
Res:  -1
 
HP:  48
 
Abilities:
Pounce (level 4):  The drop bear makes a strength check against the target's strength, and on a success Pins them.  Pinned enemies can only use actions on themselves or the drop bear, and cannot leave combat.  The drop bear cannot miss them with actions.  Should somebody else try to use actions on anyone participating in a pin, the attack has a 50% chance to hit the other being in the pin.  The drop bear can only pin 2 people at once.  If the drop bear is forced to move, the pin ends.  The drop bear cannot pin things larger than it is.
 
Rend (level 4, passive):  The drop bear deals 2d6 + strength damage at the beginning of its turns to anyone it has pinned.
 
Claw Strike (level 2):  The drop bear claws target enemy for 3d6 + strength damage.
 
Drop Bear (level 2):  The drop bear automatically wins opposed checks if its victim is unaware of its presence.
 
Stealthy Approach (level 1):  If the drop bear has not acted this combat, it will hide from enemies, becoming impossible to detect without superhuman senses.

 

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It wasn't easy to tell whether Spiderman was injured in some way, but Harry sprinted over when he heard Freya's statement. A fever, if he was a human of the same type as Harry. 

 

"Freya, who's this, what do we know? Kid, I'm gonna need to tell me what your normal body temperature is, and whether you're on any prescription medications. . ." All things he could find out with time of course, but it was always easier to properly treat someone if they could explain the important things. He'd begin patching up some of the lacerations.

Use Disinfect to remove statuses, and speedy prognosis to heal spiderman for 2d4+INT

 

Spoiler

HP: (Con*2)+20=42

 

Essence: 1

Constitution: 11

Dexterity: 1

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

Resistance:  3 (+9)

Strength:  3

Synergy: 1


Perks:

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

Advanced Biotechnology: Harry regains 10% MHP per turn.

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

 

 

Flaw:

Combat Surgeon's a dangerous job: For one round after Harry heals an ally, he will be hit by a copy of the first attack made against the ally that he healed. If he used a multiheal, he simply takes a copy of the first three attacks made against the subjects of the multiheal.

 


Actions: (6 combat slots)

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

Level 2: This heal now has first strike.

Level 3 (trick, 29 v 1, 6): Heals by 2d4+INT

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

 

Speedy Prognosis: Harry gets one extra turn per combat round, only allowed to be used for healing actions (no attacking actions, maybe no buffing). Nonupgradeable, and cannot be duplicated.

 

 

Jump Start: If an ally has been brought to 0 HP within the last two rounds, Harry, using a combination of a large adrenaline injection, a small electric defibrillator, and a bunch of cellular regeneration compounds, may bring that ally back to life at half health. Once per world cooldown, and won't work if the ally has been completely incinerated or something similar.

 

D'Arnet's Modern Military Medical Procedures Digital+Field Kit: Whenever Harry is faced with a problem he is having difficulty with, he consults this eleven thousand page book on his compad, where there are clear and concise instructions for unusual situations, with even speculative ideas about Xenobiology. It even contains an advanced human being analogue program, used for field tutorials and for estimating the effects of chemicals on human physiology. Harry may be brilliant, but even he needs a compilation of all the knowledge he can get, and tools. Grants +3 to INT when treating wounded. Lets the user heal a target by 1d4+INT.

 

ADVENT Plasma Rifle: 3d6 + INT damage, INT % chance to deal double damage.

 

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Stretch immediately sprang into action -- and in fact, he rather literally sprang into action. Getting his rear leg caught in the door out of the changing room for a moment, Stretch halted... and then his foot dislodged, rapidly returning the shape of his body to a normally humanoid one as his legs caught up with the rest of them. And then he flew through the air as the momentum continued, the combatants being treated to the sight of a disturbing wavy man wearing a bright blue teapot on his head and an equally bright plastic-y tube top sailing into the combat, slamming into the floor, physically deforming against it, bouncing elastically off of it, and being cartwheeled through the air by that until he managed somehow to land on his feet, arm stretching out to catch the teapot that had fallen off of his largely-bald head.

 

"My name is Stretch Armstrong!" he declared, "HI!"

 

It was at this moment that he discovered the rather sorry, glass-filled condition of a red-and-blue guy, who he'd ended up landing somewhat near. "Oh shit!! You don't look really good, man! Don't worry though, I'll help you!!" Taking a single biiig step towards the rather sliced-up man, Stretch warned that: "My Diamond Magic Juice might make you a little bit me-y, but it'll only be temporary!"

 

Also, he waved at the person also next to the sliced-up guy. "Hi to you too! I'm Stretch."

 

Stretch uses Diamond Magic Juice on Spider-Man, healing him for 2d4+SYN damage and reducing his RES by 2 for 2 turns!

Spoiler

Stats:

Essence: 4

Constitution: 8

Dexterity: 2

Intelligence: 0

Resistance: 0

Strength: 1

Synergy: 6

 

Perks:

True Diamond Soul: Lodged in Stretch's soul is a diamond, and this means that he is constantly being pumped with true diamond mana, and therefore constantly regenerating from whatever wounds he may receive. He also can push himself to heal faster, but this invariably results in him being thrown off-kilter and impaired for a little while. Stretch has a base HP regeneration rate of [CON/2], and may alter this by sacrificing (or unsacrificing) stats, leading to a total HP regen rate of [CON/2]+[Sacrificed Stats/2]. 

 

The Softness of Diamond: Aside from true diamond mana, Stretch has been absolutely saturating himself with normal diamond mana for his entire life, and this has resulted in the man becoming very, very elastic and very soft. It's essentially impossible to meaningfully harm him through blunt force because of this, through a combination of harmless squishing and stretching. Stretch gains 2*[SYN] RES against blunt force attacks.

 

Tenacious Inspiration: If there's one thing that can honestly be said about Stretch, is that he just doesn't really understand the concept of giving up on something. Once he really gets his heart set on something, the elastic man is so singularly single-minded that repeated frustration will just lead to him ramming his head against the problem until a bolt of inspiration strikes him. The user may opt to be given a challenge or condition when attempting something.  the roll then determines the challenge or condition, when fulfilled, the action in question is considered a success.

 

Flaw: Cutting the Knot: Softness is a two-edged sword, and sometimes Stretch can come up against this other edge. It's hard to use blunt force to harm him, but it's pretty easy to slash through something soft -- like a knife through warm butter, as the saying goes. Stretch takes extra damage equal to [1.5*his SYN] when hit with a slashing attack.

 

 

Actions:

-Actives

Diamond Magic Juice: Stretch directly applies a significant quantity of Diamond Magic Juice to his target, whether they be friend or foe -- and accordingly, this has the twin effect that Diamond Magic Juice has, both healing the target's wounds and making their flesh softer. This can be a double-edged sword, but Diamond Magic Juice, Stretch would be quick we to insist, is really fuckin' cool, man. Stretch both heals the target for 2d4+SYN damage AND decreases their RES by 2 for 2 turns, which can, in fact, turn their RES negative.

 

Stretch Shield: Stretch stretches to shield an ally with a shield that is Stretch; that is to say, he positions himself in front of an ally and stretches himself out super wide so it's impossible for the enemies to hit that person. They would very much literally have to go through him. Stretch selects an ally; until Stretch's next turn, all attacks aimed at that ally are instead taken by Stretch.

 

Bouncing Strike (Level 3): Stretch deals out a punch, kick, or headbutt, at the end of a stretched arm or leg or head, bouncy fellow that he is. If he's been punched or stabbed, however, the attack gets even stronger -- as the hit body part flies back and then elastically snaps back with a vengeance!

Does 2d6+STR damage, 4d6+STR damage if Stretch was hit by a physical attack in the last turn.

Level 2: Attack upgraded from 1d6+STR damage to 2d6+STR damage

Level 3: Attack now deals 4d6+STR damage if Stretch was hit by a physical attack in the last turn.

-Passives

 

Life Stones: As a matter of course, Stretch tends to create a ton of something he calls a "magic life stone" -- it's a chewy light blue thing in the shape of a rock (and which in all fact was created through Diamond mana further attuned to rocks), which heals you after you eat it. He enjoys making these and tends to come out of encounters with a few. At the end of every encounter, Stretch receives three "Life Stones", which are healing items that heal 8 HP and can be stacked up to three in a single loadout slot.

 

Equipment:

Blue Elitium Pot Helmet: It's a helmet made of the Blue Elitium material -- that is to say, White Elitium damaged with diamond mana and then promptly pasted over again in order to make it less trash. In effect, it's a remarkably sturdy helmet with softer insides and a bizarre shape. +3 RES when equipped.

 

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This is troubling. There were no detectable mechanical issues caused by the beam, and yet she could barely muster the strength to keep her weapon on target. Yet, as the Necromaster refused to stand down, she did so regardless of the effort, swinging the weapon's roaring muzzle over and raking him with a steadily intensifying barrage of electrified bullets. 

 

Fire Thunderlord at Necromaster for 2d8+DEX - 16

 



Name: Thunderlord
Age: ?
Gender: F
Sex: N/A
Race: Some midpoint of Exo and T-doll
 
Appearance: A mottled, tattered cloak in blues and grays conceals most of Thunderlord's appearance at a glance, though a black box of some variety lies haphazardly across the left side of the back and shoulder - it might be some kind of radio. The blue, gray, and black color scheme continues across her clothing, which is simple, practical, and suitable for long journeys. It emphasizes ease of movement over protecting the wearer, though it still does the latter. Her eyes are an electrical blue, and while she is quite short at only 4'7", she has a presence that gives one the impression of much greater height. She is never seen without her namesake weapon.
 
Personality: Quiet and quite grounded, if occasionally too occupied with thinking about the future to deal with the present. Enjoys exploration of both places and ideas. Liable to act without actually telling anyone what she's doing.


HP: 13

Current Merit: 0

Total Merit: 0
 
Stats:

 
  • Essence: 3
  • Constitution: 1
  • Dexterity: 7
  • Intelligence: 3
  • Resistance: 1
  • Strength: 1
  • Synergy: 2

 
Perks:
They Rest Quiet on Fields Afar. . .: Grants the soulbound item "Thunderlord."
. . .For This Is No Ending. . .: Thunderlord has HP and all HP-boosting effects reduced by 40%, but will resurrect a full turn after taking lethal damage, once per encounter.
. . .But The Eye: Whenever Thunderlord is resurrected, she regains the usage of all actions that are usable more often than once per encounter, and all ramping actions are set to their maximum.
 
Flaw: No Firewall: Thunderlord's various firmwares are designed to fend off completely alien networks and interface with virtually any human network. As a result, she is vulnerable to cyberattacks, and enemies lacking any explicit ones but having the capability can use an action to roll an opposed INT check to stun her for a round.
 
Actions:
 
-Actives
Flickshot: Thunderlord rakes her fire across the enemy's weak point, dealing increased damage. Doubles critical chance on wielded weapons, and deals an extra die of damage should the weapon not have a critical chance.  2 turn cooldown.
 
Akimbo: Snaps off a shot with a one-handed weapon as a free action. 3 turn cooldown.

 

Agility: Thunderlord dodges and mitigates incoming attacks, granting a pool of temporary HP equal to her DEX. This temporary HP does not stack or decay.


-Passives
One with the Gun: Adds half of Thunderlord's INT to crafting attempts involving firearms. Double this bonus if it is a light machine gun or similarly-sized weapon.
 
-Trumps
 
 
Equipment:
Thunderlord: A powerful machine gun, and the chassis around which this particular T-doll was designed. It has a devastating combination of damage and rate of fire, each shot increasing the speed with which the next arrives. Deals (1+n)d8+DEX damage, where n is the number of times the weapon has been attacked with previously, up to a maximum of 2+the number of worlds that Thunderlord has cleared. Damage resets if the user does not fire it at least once in a round. (Worlds Cleared: 0)
-Soulbound
-Merit Level: Increases die to 1d10. This is the maximum die size for this weapon.
 
Incredibly Old Cloak: Has a lot of. . . character. Increases wearer's DEX by 1 for the purpose of saves and other evasive purposes, and 2 for the purposes of stealth.
 
Throwing Knife: An old, but well-cared for knife balanced for throwing. Deals 1d4+DEX damage. 25% crit chance if used at range.

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Feeling a little bored inside of his van, Alan let out a little yawn and picked up one of the comms he handed out to people before, and tried calling the others. Waiting for literally anyone to pick up before he asked, "Radbot here, they cut me off from the entire internet but I got some cops and 'super heroes' coming over soon, how're things going on your end? Found the necromancer yet?," in a leisurely tone of voice, as he leaned against the unsurprisingly comfortable seat of his van, and stared at the mouth of the alley as displayed by his camera drones.

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Spider-Man fires a line of webs at the Necronomicomic, hoping to disarm Necromaster now that he's pinned down.  But a mystic energy field covered in tacky skull decals blocks the webs!  He looks like he's considering saying something to Thunderlord, but decides not to.

 

Danielle is not having a good day.

 

Necromaster punches Aquila in the face!  Aquila takes 9 damage!  Necromaster takes 1 damage from punching a guy with a helmet in the face.

 

Thunderlord keeps shooting, and deals 2 damage to Necromaster as a bullet clips his ankle!

 

Danielle is really not having a good day.

 

Aquila marks Necromaster, bullies him, and then shows him how you really hit someone!  Necromaster raises an arm in a pitiful attempt at defense, but Aquila's Vorpal Sword goes "Snicker-Snack" and slices into the would-be wizard's torso and robes anyway, dealing 25 damage!

 

Stretch says hi to Spider-Man, and heals him for 10 HP, but also reduces his resistance.  "Uh, hi?" Spider-Man offers, "I'm Spider-Man?"

 

Freya sics 28 zombies on Necromaster, dealing 95 damage as they swarm over him, clawing and biting!  Dyno goes for the grapple and grasps Necromaster!  Necromaster's feet are glued to the floor!  Necromaster can't be pinned without breaking his legs!  Dyno holds him in place instead.

 

"Uh, I'm not on perscription drugs," Spider-Man tells Harry, "Am on Advil though.  I think my normal temperature is 98?  I, uh, haven't been to a hospital since I got my powers."  Harry extracts the glass and applies bandages, restoring 18 hit points!  He also treats the softening effect from Stretch's healing.

 

Sha'tith bullies Necromaster some more, and deals 13 fire, 3 bleeding, 20 electric, and 1 pure damage to him through the power of spectacular spam.

 

Alan's call comes through to Harry!

 

"AAAAAUUGGHH!" Necromaster screams in pain and fear as he gets out-necromancied and bullied mercilessly by a knight, a lizard man, and a mecha zombie bear, "AS YOUR MASTER, I COMMAND YOU TO SAVE ME, NECRONOMICOMIC!  KLAATU BLARGL!"

 

As Necromaster attempts to speak the magic words, a golden, clawed limb smashes into his face, sending teeth flying.  He drops the Necronomicomic in shock, and a second one grabs it, retracting with sinuous grace and blinding speed to a figure suspending itself, unnoticed until now, from the ceiling by two more golden limbs.

 

"This never should have belonged to you, you pathetic sack of grease."

 

Spoiler

DOCTOR OCTOPUS

Image result for lady octopus

 

You're gonna need a reach weapon for this one.

 

Doctor Octopus' mechanical arms deposit the Necronomicomic into her original ones as they retract, holding themselves at the ready to defend her as she opens the magical comic to the first page.  Her eyes briefly play across the easily decyphered and extremely user-friendly panels, and she smirks, before speaking three words.  "Klaatu.  Barudo.  Nikdo."

 

Thunder rolls in the background, even as the supervillainess' arms begin carrying her backwards across the ceiling.  The sky grows dark through the mall's skylights, and the lights flicker.  Skeletal hands begin bursting through the floor, even as some of the fleeing cosplayers, those with especially well-made costumes, twitch and flinch.

 

Then they turn upon their under-dressed counterparts, biting, clawing, and swinging replica weapons now made far more real.  And those who fall... rise again.  Within seconds, a small knot of cosplayers remain, surrounded by a cackling, clicking, shambling legion of Deadites, even as Doctor Octopus moves to make good her escape...

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Scout Skipper, having been sitting idly by, realizes they can't afford to build up speed any longer.

Scout Skipper uses Damage Boost, ramming facefirst into Doctor Octopus and flipping around as they try to stomp on the Necronomicomic.  At the same time, something mysterious happens to their gun, making it fire wildly at them as they do!

 

Quote

Flip Stomp: 1d6 + (8+3)

Mosin Nagant: 1d6
Flip Stomp: 1d6 + (8+3)
Mosin Nagant: 1d6

 

Spoiler

Level 1: Flip Stomp: The user leaps into the air, and, flipping over, stomps down onto a foe below with their fists.

Merit Level 1: Deals 1d6+Dex Damage, adds 1d6 Damage for each time this is used without using any other action.  Not doing anything counts as an action.

 

Level 1: Damage Boost: The user runs headfirst into an attack, using the opportunity to strike a foe multiple times.

Level 1: Free Action, Once per plot, The user intercepts an enemy's attack this turn.  They may then perform an additional attack this turn, and are immune to damage next turn.

 

Level 2: Chair-running:

Merit Level 1: The user may gain 1 Dex per turn in combat while sitting in a chair.  Out of combat, they instead merely build up speed.

Merit Level 2: Out of combat, the user may do this by sitting on anything.

(Current Bonus: +3 Dex)

Level 1: Mosin Nagant: A simple Russian Rifle, stout and reliable.

Gear Level 1: Deals 1d6+Dex Damage

 

Level 1 Stacked Infinite Shooting: The user does something mysterious to jam a gun's trigger, forcing it to fire whenever they try to attack someone.

Trick Level 1: The user may make an extra attack with an equipped gun when they perform an attack.  The chosen gun is no longer affected by Stats or Buffs while this is equipped.

 

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Harry cocked his head listening to Alan's message. "Heyo Alan. Necromancer is down for the count, new enemy on the scene. Cybernetic tentacle woman, attempting to exit," Harry communicated rapidly, appending a brief description of the direction based on the stores and whether it was on the opposite side of where he'd arrived or in that direction.

 

"If we could get a drone intercept to slow her down, well that might be pretty fine and dandy. Also we've got a whole night of the living dead situation down here, pass the intel onto the backup if you can. Don't want them coming in blind." Harry, meanwhile turned to what he thought was another inhabitant of this world.

 

Disinfect Upgraded, use on Thunderlord.

Spoiler

HP: (Con*2)+20=42

 

Essence: 1

Constitution: 11

Dexterity: 1

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

Resistance:  3 (+9)

Strength:  3

Synergy: 1


Perks:

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

Advanced Biotechnology: Harry regains 10% MHP per turn.

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

 

 

Flaw:

Combat Surgeon's a dangerous job: For one round after Harry heals an ally, he will be hit by a copy of the first attack made against the ally that he healed. If he used a multiheal, he simply takes a copy of the first three attacks made against the subjects of the multiheal.

 


Actions: (6 combat slots)

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

Level 2: This heal now has first strike.

Level 3 (trick, 29 v 1, 6): Heals by 2d4+INT

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

Level 2: 1 turn cooldown

Level 3: No cooldown

 

Speedy Prognosis: Harry gets one extra turn per combat round, only allowed to be used for healing actions (no attacking actions, maybe no buffing). Nonupgradeable, and cannot be duplicated.

 

 

Jump Start: If an ally has been brought to 0 HP within the last two rounds, Harry, using a combination of a large adrenaline injection, a small electric defibrillator, and a bunch of cellular regeneration compounds, may bring that ally back to life at half health. Once per world cooldown, and won't work if the ally has been completely incinerated or something similar.

 

D'Arnet's Modern Military Medical Procedures Digital+Field Kit: Whenever Harry is faced with a problem he is having difficulty with, he consults this eleven thousand page book on his compad, where there are clear and concise instructions for unusual situations, with even speculative ideas about Xenobiology. It even contains an advanced human being analogue program, used for field tutorials and for estimating the effects of chemicals on human physiology. Harry may be brilliant, but even he needs a compilation of all the knowledge he can get, and tools. Grants +3 to INT when treating wounded. Lets the user heal a target by 1d4+INT.

 

ADVENT Plasma Rifle: 3d6 + INT damage, INT % chance to deal double damage.

 

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Freya

 

"Oh, hi Harry. This is Spider-Man, he crashed through the roof up there, and that's pretty much all we know. I think that Necromaster did something to him to make him like this, but I'm not sure what it could-" Freya explained, getting cut off by a fairly tall man suddenly landing next to her, loudly introducing himself as 'Stretch Armstrong'. Unfortunately, she didn't register the introduction, only registering the loudness as she yelped in surprise, almost falling right on top of the scattered glass shards before she righted herself, "Oh my- Okay, hi there- gods you nearly scared me to death" Freya stated as soon as she caught her breath.

 

Unfortunately for the young girl, she didn't get a chance afterwards to introduce herself, or to compose herself, as a new figure made their move. Some woman in a green uniform and having extra golden arms, who had punched the 'Necromaster' in the face and stolen the Necronomicomic, and was now actually using it... To kill innocent people.

 

Instantly, Freya turned her entire attention away from both the woman and spider man, snapping her fingers loudly. On command, Dyno and the mass of zombies she had made turned from the now defenseless Necromaster, now shambling (or in Dyno's case, charging) towards the Deadites.

 

Dyno and Freya's zombies attack the Deadites in order to defend the cosplayers, the bear using Claw Strike for 3d6+14, while the 28 zombies spread out and attack for 1d2+2 damage each.

 

Spoiler

Stats:
Essence: 7
Constitution: 0
Dexterity: 2
Intelligence: 3
Resistance: 2 
Strength: 0
Synergy: 7

 

Slots: 5/5

 

Action:

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

 

Passive:

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

 

Trump:

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

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

 

Equipment:

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

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

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

Level 5: Soul Roses: Gains [SYN] Temporary HP, that can only be refilled at the cost of 3 Soul Roses (so essentially you get 3 less each combat if you lose all of the temp HP)

 

Minions:

Dyno

 

Dyno

Spoiler

Dystoan Drop Bear
Str:  14
Dex:  2
Int:  0
Syn:  0
Ess:  0
Cons:  14
Res:  -1
 
HP:  48
 
Abilities:
Pounce (level 4):  The drop bear makes a strength check against the target's strength, and on a success Pins them.  Pinned enemies can only use actions on themselves or the drop bear, and cannot leave combat.  The drop bear cannot miss them with actions.  Should somebody else try to use actions on anyone participating in a pin, the attack has a 50% chance to hit the other being in the pin.  The drop bear can only pin 2 people at once.  If the drop bear is forced to move, the pin ends.  The drop bear cannot pin things larger than it is.
 
Rend (level 4, passive):  The drop bear deals 2d6 + strength damage at the beginning of its turns to anyone it has pinned.
 
Claw Strike (level 2):  The drop bear claws target enemy for 3d6 + strength damage.
 
Drop Bear (level 2):  The drop bear automatically wins opposed checks if its victim is unaware of its presence.
 
Stealthy Approach (level 1):  If the drop bear has not acted this combat, it will hide from enemies, becoming impossible to detect without superhuman senses.

 

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A lady with large metal tentacle things swooped in, decked the weird fat guy in the face, took his comic thing, and then began swinging away on the ceiling. Stretch thought that he could have pursued her -- he could get SUPER bouncy and fast with just a moment or two to stretch himself off of things, and he could DEFINITELY stretch his arms like her tentacles because he was Stretch Armstrong and that meant his arms stretched strong. However, there was something much more important to deal with -- the sound of screams alerted Stretch, and he turned his head, to see some of the people at this place being cut apart, and then turning to cut others apart in turn. "NO!"

 

Without hesitation, he began hurtling into the direction of the cosplayers. As his legs stretched out to lengthen his strides so he could get there as fast as possible, the orb in his chest emitted bright blue mana (or, as Stretch would insist on calling it, magic juice) directly into his tube top, softening and elasticizing it. This allowed him, when he got to the scene of the horrific violence, to start expanding his torso and clothing to the sides -- and expanding and expanding and expanding, with Stretch's body stretching so dramatically that he essentially became a wide canvas of bright blue and flesh color, a thin dome stretched all the way along the gap between the deadites and the cosplayers. Somehow, despite the distortion of his lungs, he spoke. "I WON'T LET THE THINGS GET TO YOU, PEOPLE!!"

 

Stretch uses Stretch Shield on the cosplayers, intercepting all attacks made at them until his next turn! He also sacrifices all of of his SYN, incidentally increasing his regeneration by 3 in the process!

Spoiler

Stats:

Essence: 4

Constitution: 8

Dexterity: 2

Intelligence: 0

Resistance: 0

Strength: 1

Synergy: 6

 

Perks:

True Diamond Soul: Lodged in Stretch's soul is a diamond, and this means that he is constantly being pumped with true diamond mana, and therefore constantly regenerating from whatever wounds he may receive. He also can push himself to heal faster, but this invariably results in him being thrown off-kilter and impaired for a little while. Stretch has a base HP regeneration rate of [CON/2], and may alter this by sacrificing (or unsacrificing) stats, leading to a total HP regen rate of [CON/2]+[Sacrificed Stats/2]. 

 

The Softness of Diamond: Aside from true diamond mana, Stretch has been absolutely saturating himself with normal diamond mana for his entire life, and this has resulted in the man becoming very, very elastic and very soft. It's essentially impossible to meaningfully harm him through blunt force because of this, through a combination of harmless squishing and stretching. Stretch gains 2*[SYN] RES against blunt force attacks.

 

Tenacious Inspiration: If there's one thing that can honestly be said about Stretch, is that he just doesn't really understand the concept of giving up on something. Once he really gets his heart set on something, the elastic man is so singularly single-minded that repeated frustration will just lead to him ramming his head against the problem until a bolt of inspiration strikes him. The user may opt to be given a challenge or condition when attempting something.  the roll then determines the challenge or condition, when fulfilled, the action in question is considered a success.

 

Flaw: Cutting the Knot: Softness is a two-edged sword, and sometimes Stretch can come up against this other edge. It's hard to use blunt force to harm him, but it's pretty easy to slash through something soft -- like a knife through warm butter, as the saying goes. Stretch takes extra damage equal to [1.5*his SYN] when hit with a slashing attack.

 

 

Actions:

-Actives

Diamond Magic Juice: Stretch directly applies a significant quantity of Diamond Magic Juice to his target, whether they be friend or foe -- and accordingly, this has the twin effect that Diamond Magic Juice has, both healing the target's wounds and making their flesh softer. This can be a double-edged sword, but Diamond Magic Juice, Stretch would be quick we to insist, is really fuckin' cool, man. Stretch both heals the target for 2d4+SYN damage AND decreases their RES by 2 for 2 turns, which can, in fact, turn their RES negative.

 

Stretch Shield: Stretch stretches to shield an ally with a shield that is Stretch; that is to say, he positions himself in front of an ally and stretches himself out super wide so it's impossible for the enemies to hit that person. They would very much literally have to go through him. Stretch selects an ally; until Stretch's next turn, all attacks aimed at that ally are instead taken by Stretch.

 

Bouncing Strike (Level 3): Stretch deals out a punch, kick, or headbutt, at the end of a stretched arm or leg or head, bouncy fellow that he is. If he's been punched or stabbed, however, the attack gets even stronger -- as the hit body part flies back and then elastically snaps back with a vengeance!

Does 2d6+STR damage, 4d6+STR damage if Stretch was hit by a physical attack in the last turn.

Level 2: Attack upgraded from 1d6+STR damage to 2d6+STR damage

Level 3: Attack now deals 4d6+STR damage if Stretch was hit by a physical attack in the last turn.

-Passives

 

Life Stones: As a matter of course, Stretch tends to create a ton of something he calls a "magic life stone" -- it's a chewy light blue thing in the shape of a rock (and which in all fact was created through Diamond mana further attuned to rocks), which heals you after you eat it. He enjoys making these and tends to come out of encounters with a few. At the end of every encounter, Stretch receives three "Life Stones", which are healing items that heal 8 HP and can be stacked up to three in a single loadout slot.

 

Equipment:

Blue Elitium Pot Helmet: It's a helmet made of the Blue Elitium material -- that is to say, White Elitium damaged with diamond mana and then promptly pasted over again in order to make it less trash. In effect, it's a remarkably sturdy helmet with softer insides and a bizarre shape. +3 RES when equipped.

 

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