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NECRONOMICOMICON [Trespassers DC Subplot]


DragonRage

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A memory - or perhaps a vision - bubbled to the surface of her mind, at the bidding of the strange sight before her. A sight of warriors laughing at their foes by dancing in the most improbable locations; atop a downed Hydra, in the midst of no man's land, balanced on a speeding hoverbike. Armed with this idea, Thunderlord jumps atop the tallest object nearby and performs the classic Guardian dance.

 

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  • 3 weeks later...
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Stretch finally landed in the spot he was making his moves in for the final time, finishing off that particular set of bouncy beats. But instead of just landing stationary, he did a slow, swooping backflip. landing upside down and standing on his hands (an easy task to do when he stretched them out somewhat to increase his standing area. "You like that? I've got a whole lot more funk in me! Keep paying attention for Stretch Armstrong's Diamond Dance Juice Bouncing Stretching Senssssation!" He flicked his legs out to the side, and began to turn them... and turn them... and turn them... his hips going backwards and then forwards in continuing 360 degree circles which would probably be rather disturbing to see for some but ended up with his whole body twisted into a coil. "Rubbery... Break Dance!" And with that, Stretch dropped onto his shoulders, his legs uncoiling and uncoiling and uncoiling into an extremely rapid upside down spin on his shoulders, his entire body spinning but his legs kicking outwards in a widening, increasingly rapid circle, the whole affair eventually reaching a blinding speed.

 

A warbled sound emitted from the whole spectacle, which only careful listening would reveal to be Stretch shouting "Go! Go! Go! Go!" at himself, but distorted by his high-velocity spinning.

 

Stretch charges and uses Rubber Gatling Gun, which normally would do 1d4+[SYN/2] damage four times, but which Stretch just uses to dance!

Spoiler

Life Stones (x3): Bright blue oval shapes that are actually kind of made of stone, but are soft and chewy and heal people when eaten! One of Stretch's favorite foods, of course. Heals 8 HP. Can be stacked up to 3 in a loadout slot.

 

Wild Slingshot: Being as incredibly elastic as Stretch is does have mobility advantages as well -- by stretching out his arms to grab two objects and backing up, Stretch can begin to slingshot himself around at high speed, bouncing off of objects and the ground, whipping by enemies rapidly, turning him into a surprising blur of motion. Stretch gains 1 extra action and [DEX] init for 2 turns.

 

Rubbery Gatling Gun: Stretch takes a few seconds swinging his arm in circles again and again and again and again to twist and coil it up, the elasticity then afterwards causing his arm to spin in the other direction rapidly, now with a little bit of extra force to it from his own efforts, for an extremely rapid-fire punch. Stretch takes uses an action to charge -- with the next action, he can attack an enemy with four attacks, which each do 1d4+[SYN/2] damage. This attack cannot kill. 

 

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.

 

The Tubes: A set of tubes, ALSO bright blue. These stretch from a point at Stretch's chest to his arms and head, and conduct Magic Juice. They aren't actually tangible, parting and reforming when touched, but will disintegrate if not on Stretch. When this is equipped, active healing actions used by Stretch have an additional 2d4 effect when used on him.

 

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  • 2 weeks later...

Scout Skipper begins using Murder Dance to amp up her groove.  Her Jittery moves are sure to get the enemy bones moving!

 

 

Spoiler

Stats:

 

Essence: 3

 

Constitution: 5

 

Dexterity: 8

 

Intelligence: 1

 

Resistance: 0

 

Strength: 1

 

Synergy: 1

 

Perks:

 

Level 1 Perk: Death Warp: The user revives upon death, at the cost of being dragged back to where they started.

 

On death, the user respawns either on the ships, or at the beginning area of the current plot, chosen by the current GM.

 

Actions:

-Actives

 

Murderdance: The user jitters around by walking into a wall. This makes them take obscene numbers of steps at a high speed.

Level 1: By walking into a northern-facing wall, the user may aggravate all enemies nearby, drawing them towards Scout Skipper.

Level 2: If the user walks into the corner of two walls facing to the North and East, the effects of this ability are quadrupled.


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: Clip: The user attempts to force themselves through a barrier that has some sort of flaw in it.

Merit Level 1: The user makes a Dex Check against a door, wall, or other barrier.  If the barrier has some sort of flaw in it, such as a crack, or thin spot, the user may pass through it.

 

-Passives

 

Level 1: Wrongwarp: The user can find themselves in strange places when they die in other strange places.

Trick Level 1: If the user dies while passing through a significant passageway, transition, or teleporter, they have a chance to respawn in a doorway or transition into a random location somewhere in the same world.

Level 2: The user may trigger this ability when using Clip.

 

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Aquila follows Danielle's lead on dancing, not being familiar with the local style.

 

Spoiler

HP: 38
Moves: Dex=6
 
Stats: 18
 
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.

  Current Bonus: +2,  Health obscured next encounter.
 
 
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.
Block: Halves all damage taken, but can’t attack at all.

    L2 Get behind me!: An ally can choose to be affected by block, losing their ability to attack but having damage to them halved.

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.
Weapon toss: Aquila throws his weapon at an enemy, making an attack with it and equipping it to the enemy, while allowing Aquila to equip a weapon from his reserve.

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

Rhythm of war: Aquila may use normal combat actions when dancing to similar, but groovified effect.
-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:
 Trusty Flail: A piece of metal on a chain attached to a handle. 2d6+Str damage.

Reserve:

+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

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.

 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 importantly it fits his asthetic. +3 RES, doubled against bullets.

 

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After a few moments of tuning Sha'Tith decides he's as ready as he'll ever be and stands up to move towards the dancefloor, all the while slowly building up his music towards pushing out Ginyu Tokusentai.

 

Sha'Tith begins playing Thermodynamic Equilibrium on his Electric Ukulele, it would normally deal 1d6 damage to 4 targets.

 

Spoiler

 

 

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